Friday, January 27, 2012

Week 4: Rigging

Stop 1:For the first stop, I have created all the joints for the entire body. This includes the fingers and feets. Every part of the body is renamed for usability purposes and it is also what the video asked for.
For creating the joints, some knowledge about the human anatomy would definately help in the creation process. There is no IK handles yet and the joints still moves individually. I later on learnt that even with the IK handle, you can still move the joints seperately by holding onto 'D'. I have parented all of the joints accordingly and they all can be controlled by the pelvis.

Stop 2:
After the joints are set, their rotation axis has to be in sync with the world's axis. Hence each and every joint has to be manually selected and their axis changed. The visibility of the axis can be shown and hidden via the option.


Stop 3:
I have now placed in the IK handle for the arms and the legs. I have also added the options for the feets such as Toe_Roll_Control and Ball_Lift_Control so that it can be controlled when the rig is completed.

Stop 4:
Next, a NURBS circle is drawn and moulded using the vertexes to shape like the foot. This is the leg's control and by selecting it, the leg can be move around easily. A Point and Orient constraint is placed on the ankle as when the control is rotated, the feet will rotate with the ankle as a pivot point.


Stop 5:
After some steps, the knee Controls are created. They are created using 2 spheres and the texture of the ball is removed entirely and it is dragged away so that it will not be mixed up with the body. The control is parented under the foot control so that when the foot control moves the leg away, the knee control will follow. A poleVector constraint is used for the knee Control so that the knee will point to the direction where the control is at.


Stop 6:
Next is the Elbow joint control where a box is created along with a Pole Vector and Point Vector constaint. Now the elbow joint of the rig points to where this Elbow control is and this is mirrored on the other side.


Stop 7:
Now, a Hip control is created along with the Shoulder controls. These allows the movement and rotation of the shoulders and hips. The hip control is constrained to the pelvis which would mean that it will move the whole rig if the control is rotated/moved. Then, a NURB curve is created for controlling the spine of the rig. It will allow the rig to bend forward and backwards.


Stop 8:
Next, a minor refinement on the rig is made. The neck now has a upper,middle and lower bone. This allows the Neck control to move the bottom of the neck nicely while the Head control rotates on the top neck bone. There Spine, Neck and Head controls are constrained such that when the lower body control is rotated around, the top body control follows it.


Stop 9:
Now is a long and tedious Driven key process where each and every finger joint has to be "Driven" by the new attribute controls. This process is slow but necessary for a good and flexible rig.


Stop 10:
At this stage, the rig is binded with the model. When the rig is moved, the model moves. New layers are also created along with a High-polygon count layer and a Low-polygon count layer. I have also done painting the weight for the skin which was difficult and quite troublesome. The painting process took time but the results are obvious. The rig is complete at this point (or at least for the number of videos provided).

Stop 11:
For the last two videos, we were taught to create eyeballs. For the first picture, a regular pair of
eyeballs are created. They are Aim constrained to the eyeball controll which is a rectangluar box. For the second pair of eyeballs, they are Stretchy eyeballs which has a joint in the middle of them, binded to the eyeballs. The joint can be  move to make the eyeballs have a cartoonist stretch. The other box is the head control which the eyeballs are constrained to.



I am sure I have missed mentioning many steps but this exercise is realllly long and I unfortunately, can't remember all of the steps. I hope these are the rough outlines of the process and.......yea......tired. Haha. I can somehow predict our assignment already.

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