The next stage I made sure I had right was the shoulder I wasn't sure if I would need it but it was prity straight forward for this part so I decided to put them in anyways even though I probably wouldn't need them in the walk but I thought as may use this rig at a later date they may be useful. I just made sure I had some distinguishable manipulators from the arm anyways the playblast below shows the range of movement in the shoulder. It will look wierd and disconnected but thats just becuase i dont have any skin on my rig its just basic geometry.
The last main thing to do on my rig was the neck and head. I decided as i didnt require to much movement in the neck during an animated walk so what I did was make a baisc manipulator and constrained the neck and head joints to this and then heirachy the manipulator to the top spine manipulator. I made sure the corresponding joints were connected so the head followed the rest of the body but could still move on its own this took some trial and error but I got the right order of things in the end. Below is the playblast showing the rage of movement in the head.
The last thing i did before animating the character manrig as a whole was to make sure everything was heirarchied correctly and hidden away the bets I could. Also everything needed to follow the main body of the rig when animating so that nothing was left behind. I had to look at a variety of rigs to see how others had done this. I found a way that worked for my rig after a bit of epic failing but in the end i feel my rig was quite tidy. The other thing i spent some time doing was locking away things in the channel box so things couldn't be animated that were not supposed to be on the manipulators i think i did a good job of this but there were still many many things i probably have to lock away but i dont know how to, ive tried locking the geometry so you cant delete it when you select it in the outliner but its still deletable or it disapears so i dont know how to get round that one yet.
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