Today I encountered some issues on the arms of my character, which I had help from Craig to fix. I then started working on the parent space switching of the IK arms.
Thursday, 30 April 2015
Wednesday, 29 April 2015
29th April 2015
Today I have got my rig really decent. I have started thinking more logically about my rig, and breaking out of this "list of rules" mentality.
I did the hands simply using the AC utilities create circle controllers tool, then did correct parenting of the controllers, and did parent constraints for them. I'm not going to both doing SDKs or connecting the nodes in any way, since that's just unnecessary effort.
I've decided that there's no point using any switches for the arms and legs, as IK will suffice fully for both, especially considering my character will be hanging from a trapeze, and parent space switching will be important.
I am using a reverse foot, with a very basic setup of heel, toe, and ball of foot rolls, and a heel/toe
pivot.
I have yet to add the parent space switches, stretchy arms/legs/spine, and facial controls.
I had some feedback from my peers today about the facial topology around the mouth, and advice on how I can make it better, so I will also take that into account before I start skinning. There's a 5-pole near the corner of the mouth that I need to remove.
I did the hands simply using the AC utilities create circle controllers tool, then did correct parenting of the controllers, and did parent constraints for them. I'm not going to both doing SDKs or connecting the nodes in any way, since that's just unnecessary effort.
I've decided that there's no point using any switches for the arms and legs, as IK will suffice fully for both, especially considering my character will be hanging from a trapeze, and parent space switching will be important.
I am using a reverse foot, with a very basic setup of heel, toe, and ball of foot rolls, and a heel/toe
pivot.
I have yet to add the parent space switches, stretchy arms/legs/spine, and facial controls.
I had some feedback from my peers today about the facial topology around the mouth, and advice on how I can make it better, so I will also take that into account before I start skinning. There's a 5-pole near the corner of the mouth that I need to remove.
This is the 5 pole that I have heard will cause poor deformation and other problems later down the line.
Tuesday, 28 April 2015
28th April 2015
Today I've been continuing on the rigging. I have completed an IK arm, FK spine, IK leg, and reverse foot. The reverse foot has attributes for toe roll, ball roll, heel roll, heel pivot, and toe pivot.
Friday, 17 April 2015
17th April 2015
Today I finished off my character model for the female character and I have begun rigging it up.
I'm warming back up to rigging, starting with basic IK.
I'm warming back up to rigging, starting with basic IK.
Thursday, 16 April 2015
16th April 2015
Today I pretty much finished the modelling of the male character. There's a little bit of tweaking on the hair, but Zack's going to do that while I'm rigging the female character.
Wednesday, 15 April 2015
15th April 2015
Today I had the treacherous task off butt topology. It took me quite some time to figure out how I was going to get it to work considering she's going to do the splits. I think a lot of what'll make it work is having SDK joints to push the mesh out, which I'll do during rigging.
I then made a start on the male character. I have got heaps done today, now that I'm warmed back up to modelling and using topology.
Tuesday, 14 April 2015
14th April
Today I went over the facial topology, face shape, hair, and fur with Danielle's critiques and I'm really happy with how it's looking now.
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