Bed with different pillows:
Friday, 3 December 2010
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Friday, 30 April 2010
Tuesday, 27 April 2010
Painting Weights, Whacked Rigging
The rig for Whacked:Puffed chest:
Blendshapes: I've deleted the teeth blendshapes and simply made them follow the relevant joints, which I think works better:
FK:
The hand has an IK/FK switch, which apparently is supposed to be difficult to do, but is actually very easy.
Adjusting the texture:
Making sure there are no seams:
Building that IK/FK switch:
hierarchy. the chest has a twist attribute, by connecting the chest and the spine curve's twist attribute
adding arm joints:
adding controls, as control clusters are a pain to choose:
Jaw Control, with a bone and a set driven key:Decided to adjust the original model, thought this would make my life easier if the hands were straight rather than inwards. I know some people model like that, but the previous rig had major problems due to this.
tried to make sure everything's named, everythings' clear:
painting weights, by numbers:
adjusting knee weights for nicer deformation:
wanted to make sure the jaw opens just right:
Blendshapes: I've deleted the teeth blendshapes and simply made them follow the relevant joints, which I think works better:
Chest control gives a nice slobby look to the character:
FK:
The hand has an IK/FK switch, which apparently is supposed to be difficult to do, but is actually very easy.
Adjusting the texture:
Making sure there are no seams:
Building that IK/FK switch:
hierarchy. the chest has a twist attribute, by connecting the chest and the spine curve's twist attribute
Control clusters to the spine:
The model adjusted:adding arm joints:
adding controls, as control clusters are a pain to choose:
Jaw Control, with a bone and a set driven key:Decided to adjust the original model, thought this would make my life easier if the hands were straight rather than inwards. I know some people model like that, but the previous rig had major problems due to this.
tried to make sure everything's named, everythings' clear:
painting weights, by numbers:
adjusting knee weights for nicer deformation:
wanted to make sure the jaw opens just right:
Whacked, adding legs, reverse foot control. this model can also tip toe and have a foot bend attribute set by a drive key.
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