Thursday, 7 March 2013

Update #10 - Rig Improvements

I've been sat for the last two weeks trying to implement some new features into the Dee Rig I downloaded for use in my project. I found that after three/four attempts at animating my scene, that I spent the most time trying to make the elbows not float around. Both on IK and FK they move around depending on the body and/or arm, and I really wanted them to just stay still.

I spent the first week experimenting with whether or not it was possible for me to make a rigged arm that could do what I wanted, after much faffing about I found that I there was no problem making the arm, the next challenge was to implement it into the already existing Dee Rig without breaking the rest of the rig or the skinning. That took another week, but I managed. The rig was set up in a way that I was not used with, so I spent most of that week just figuring out how it all hung together, when I had the basic idea it wasn't too hard making the arm do what I wanted. Sure, there was a lot of small bumps along the road, things that just didn't make sense, but I finally found a stable way of doing it.

I've spent this morning animating with the rig, and I find things are going much quicker, and it's more fun. Without the hassle of the elbow I can focus more on the animation itself, making it great.

As a minor feature I've also added actual, "physical" controls for the finger bones. Previously they just had sliders, which I think is a mess to configure in the curve editor. The controls were as easy as they should be, as soon as I figured out which weird dummy they were linked to, I could move them the way I wanted.

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