New Character Rig
After finding more and more problems with the rig I was creating and getting more and more frustrated, I have chosen to go down another route for rigging Lobe'ous. There were too many little issues I was having, and with more time to play around, I would definitely be more then happy to iron out the kinks, however, due to the fact I just want to get on with and start the next stages of the animations, I have opted for an autorig. This is a feature in maya that I did not understand before properly sitting down and trying it out. I first created my skeleton that was from my other failed rig, and then plugged in all the bones to the controls in autorig so it recognises the positions. Then I created the control rig using the same feature and then played around with the skinning so when the character is moved, it looks natural and smooth. I managed to save the skinning and blendshapes from before which is a bonus as they took a long time.

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