Started to add in the joints which ill later convert to maya c-muscle bones. When placing these joints i decided to first place locators where i want the joints to be, then i vertex snapped each joint as i drew then, this way i don't need to move the joints after there made which would introduce some rotation offsets which might cause problems later on in rigging.
Aslo later ill be creating a way that this can be done with a mel script so im looking into the best way to create the joints for the arm. Currently im thinking i might create a curve witch has clusters connected to controls that can be moved so the user can choose how the arm looks, then have a command that places joint on the vertex's of the curve and parents them together to get the arm joints.
Also ive been naming the bones with an archaeology approach as its the best way to get a details name for each joint. Fore example instead of fingerA01 or something like that ive now used the name "bn_r_proximalPhalanx_5_01" Where "bn" tells me (or later a mel script) that its a bind joint (so a joint to skin with). Then "proximalPhalanx_5_01" tells me that its the start of finger 5, using 5 instead of index or ring finger is because this rig will eventually be designed to morph into other creatures, so if this was to become a fin or wing there wouldn't be a ring finger but there would still be a proximalPhalanx_5.
Show-reel: http://youtu.be/ZxtV55eIBbE Hi, here you will find work in progress of project im working on, tips and tutorials of things i come across and helpful links i find along the way :), and maybe a few tear soaked angry comments if maya crashes :D
Thursday, 22 December 2011
Masters - WIP - 16
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