After lots of hours
of hard work I finally managed to finish the rig! The most difficult thing I
had to think about was creating two separate chains of hierarchy: one for the
offset groups and control shapes and one for the actual joints; since those two
are blended together as everything has to be controlled by the master
controller I struggled in my first steps and managed to break the skeleton
hierarchy more than once by wrongly parenting control shapes directly to joints
rather than using constraint to control them.
But once I finally
understood the whole concept of parenting I feel more confident in building
basic human rigs and venturing forward to more complex ones.
The missing piece
which I wasn't quite grasping was the concept of constraints, so I did research
more tutorials and documentation about them and I found some interesting types
of constraints which are not strictly related to rigging but could definitely
help during animation: one of the was the normal constraint which enables the
user to orient a node to the normal of a surface; this would make animating an
object sliding through a curved surface quite easy, which made me realize how
powerful some of these tools can be if used properly!
For reference here's
a screenshot of my final rig:
Screenshot of completed level |
I might still decide
to add some small things along the way, for example I haven't explored set
driven keys for hands but since they won't affect the skinning process I will
consider adding them later on.
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