About time I uploaded something!
So I've been doing this for
[koh] for the past few weeks. Just for myself as much as him, as I needed to shake the dust off Maya and get some practice in with rigging again after generic life stuff, laziness, and a computer crash took their toll on my discipline for working.
The major construction work is done at this point. The legs and arms can be individually switched between FK and IK behaviour. The hands and feet are keyed for quick and easy posing, and there is space switching on various other parts to help when animating.
There will likely be some options for posing the face, but nothing particularly complex on this version of the rig. That is a feature that's going to be worked on for a subsequent version where speech is the goal.
Q: Why is she a Slinky?
A: The mesh isn't actually bound to any bones at the moment. I slice up the mesh and parent each bit direct to the bone that will be driving that area so I have quick feedback on whether my joint placement looks right or if something twitches out of place when constructing IK handles and stuff. You might not notice that a bone has twitched out of place slightly when you applied a constraint or orient otherwise.
Next stage will be adding some volume bones around major joints as well as some to control the shape of her sleeves. Then a major model cleanup ready for binding and weight painting after that.
Created with Autodesk Maya 2018
Rendered with Arnold
So I've been doing this for
[koh] for the past few weeks. Just for myself as much as him, as I needed to shake the dust off Maya and get some practice in with rigging again after generic life stuff, laziness, and a computer crash took their toll on my discipline for working.The major construction work is done at this point. The legs and arms can be individually switched between FK and IK behaviour. The hands and feet are keyed for quick and easy posing, and there is space switching on various other parts to help when animating.
There will likely be some options for posing the face, but nothing particularly complex on this version of the rig. That is a feature that's going to be worked on for a subsequent version where speech is the goal.
Q: Why is she a Slinky?
A: The mesh isn't actually bound to any bones at the moment. I slice up the mesh and parent each bit direct to the bone that will be driving that area so I have quick feedback on whether my joint placement looks right or if something twitches out of place when constructing IK handles and stuff. You might not notice that a bone has twitched out of place slightly when you applied a constraint or orient otherwise.
Next stage will be adding some volume bones around major joints as well as some to control the shape of her sleeves. Then a major model cleanup ready for binding and weight painting after that.
Created with Autodesk Maya 2018
Rendered with Arnold
Category Artwork (Digital) / Miscellaneous
Species Tiger
Size 1280 x 720px
File Size 75 kB
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