Saturday, 14 November 2015

Rigging - Adding joints and controls to Shoo

So now I had the models ready, I began adding joints to Shoo. I had to decide where I wanted her core joint to be (the joint that moves the entire model basically) and make her spine accordingly. 
First made a duplicate of my model just in case I wanted to use blend shapes for anything later.

Slowly adding joints throughout the entire body. I had to decide what parts of the shirt and hair I wanted to move so I could attach respective joints.

Checked my joints from all angles to make sure they were sitting nicely within the model.

I hid the model and uh...woah O_O The heck is this spider tree X'D
Well I started adding controls to the joints. These would be what I use to animate later, rather than animating with the actual joints. I had to make sure I made the joints face the correct direction as the joint when constrained.

For the arms, I ended up fulling constraining one side then duplicating the controls for the opposite arm to constrain once again. 

For the foot, I wanted it to move quite realistically unlike her arms which would fly all over the place. So I had to follow a in-class tutorial video to create an IK foot using tools such as locators and knee controls.


Duplicated...

And after finishing, I hurriedly brought my model back so I wouldn't be disturbed by the spider tree.



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