Hier klikken om te bewerken.The past two weeks I've also been busy following a tutorial for a decent working facial rig. Last time I used a rig that worked. It took a long time and I couldn't control it very easily, but it worked. By following this tutorial right now and practicing on this model gives me insight in what I should be cautious of when creating the models for the film. I'm also looking for a way I can "script" the basic rig I'm creating now so I can use it later for my own models, since I'm content with the way it functions. I hope I can finalise the rig this weekend so I can try out different render techniques and make some animation tests next week. Since I also want to try and use a bit of simulation, I think now is also a good time to see if it's realisable. | |
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Last week, after many failed binding attempts with auto creation rigs like RapidRig, abAutoRig, humanIK and maybe more, I tried to create a rig again by hand. If had a few experiences rigging in the past but never really had one decent tutorial to follow, so I always mixed up a few which always resulted in many problems, mostly in wrong orients, misshapen arms and hands and of course candy wrappers. With my connections in Leeds I got my hands on a wonderful tutorial made by my tutor from my course, which explained splendidly and foremost easily all the steps. Because I already had experience it was mostly a quick walkthrough and overcoming earlier problems since I followed just one tutorial. Since the tutorial was for an easy rig, I added my own adaptations since my model was what complexer than what the students in Leeds are creating now
So I added an IKFK blend for the arm, a common toe controller (and independent ones for each toe since she's barefoot), and added more attributes to the foot for more control and movement. Before finalising the rig I already tried a quick messy bind to check how the "butt area" would behave, so my work wouldn't have been for nothing. It looks quite alright! Better than with the autorig systems so I guess it paid off. This week I'm aiming to bind the skin and clean it up so I can use the model to practice animating and hopefully, little simulation as well to try it out if I could use it for my final film. As a side project I wanted to model a character which I can animate short sequences with to keep practicing animation and rigging, but also to add more to my reel. Unfortunately, thanks to a lot of personal events and struggles during the concept defining process, I didn't have the time to continue working on it. I also felt very discouraged because in the model, the hips kept messing up. I am maybe asking a lot of myself because I wanted to place her in a lotus position, which is an annoying rotation for the model, but I felt that if I couldn't fix it here, how would I be able to tackle the problem later? (Especially since I didn't have this problem before with my model I worked on in Leeds?)
I'm continuing back on forth on my old model and this one, trying to find where I went wrong. I used different rigging techniques or scripts, RapidRig, HumanIk and different positions of the joints, if that would be able to fix the problem, but no luck so far. At this point I created my own skeleton I want to try binding to the mesh and see if the same errors occur, as well as an ABAutoRig I want to test. I tried different scripts for deformers, but I don't have enough knowledge about it and I couldn't find an easy answer (nSkinMorph/Shapes and scripts like those.) Below I will post a bunch of screenshots of the different rigging methods with the same issue arising. |
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