Thursday, March 29, 2012

Lite Rig V2

Progress Update on Lite V2 Rig status. So to elaborate more on why I'm not using a unibody mesh - The white controllers, which might be a little difficult to see, will be using the parent space switching scripts I've created. Adding this functionality will allow the user to break off different sections of the rig, Specifically both arms, the legs, and the head. I've yet to devise a worthwhile strategy for making use of this with a unibody mesh.
So this is what the rig looks like right now.
 The modded V2 Leg rig will allow for IK/Fk matching
 V2 IK/FK Blend spine, the purple controllers function like a simple FK system, and also push around the IK controls. The top and bottom Spline IK controls allow you to rotate / position the hips and head.
 V2 Arm rig, no particularly interesting changes to the V2 design.
 Basemesh with the head I plan on using.
 He seems rather peaceful right now, I can't wait to do the stress tests on the mesh, and put him into silly poses.

Friday, March 23, 2012

Lite Rig V2


Just testing out the basic idea for the base mesh, pretty vanilla human proportions. I decided to go with a non unibody mesh, which I reserve all rights to change my mind on later. The reason being is that the V2 Rig is modular, so I'm going to add functionality that will allow you to break off body parts.
Next on the menu is the head mesh.

Tuesday, March 20, 2012

New Project!

I'm happy to announce the start of the Lite Rig V2, my plans to create an animation ready rig using the functionality of the V2 rig I've recently built. In addition upon completion I'll be creating a brief tutorial on my process for creating the simpler systems used in the creation of the rig. (This tutorial will hopefully replace my current somewhat embarrassing tutorial.)

Sunday, March 4, 2012

Kamali

One of my other contributions to our project team was modeling Kele. Though the design was done by Michelle Pecoraro.

Saturday, February 11, 2012

Not dead yet

So I've been working on a Version 2 of our production rig, and adding in new functionality that I wasn't comfortable using/didn't know how to make in our V1 rigs.

I'm using the new prototype IK/FK switching leg system I demoed earlier, and added a little more to how the foot controls work. Additionally the Controls for the non active systems are hidden when using only one or the other.
The new foot controller uses a foot roll slider, which has a customizable ball roll max. Additionally all of the Ik systems on the rig have parent space switching between world, and two parent able locators. I found our characters were interacting with each other more than I expected, and this functionality would have been extremely useful.

The new arm system is pretty much the same as the V1 system just with the new parent space switching, and the hiding of non active controllers
I found that the large number of sliders I was using for the original hand rig was getting out of control I simplified it down to a primary slider that curls the entire hand, with individual sliders to override the primary. Each joint has a controller to specifically set where the joint should be set.
Converted the Fk spine into a IK/FK blend, and added parent space switching to the neck and head to allow more control.

Thursday, November 24, 2011

New Leg Rig

I tried fiddling around with what I knew to set up a new leg rig that combines IK / Fk switching with a modified reverse foot, for the better part i appears to be working, but I've probably a few tweaks left until I get it just right.

Thursday, October 27, 2011

Video Tutorial

It's not going to win first for a beauty contest but check out this Lite Rigging tutorial I put together.