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Showing posts from March, 2019

Adding custom attributes and controllers - Final

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This week I have successfully rigged the hands of the model and then prepared the rig for animation as well as cleaned the scene.             Rigging the hands was a straight forward task that did not involve anything new that I haven’t done before. I have started by creating a controller for each of the five fingers and aligned it with the third joint (the closest to the hand) on each finger. I have then linked the third joint with its newly added controller on each finger. The controllers were then linked to the hand bone so that the fingers remain attached to the hand (and move with it), but also independently.               Similar to the other controllers, I froze the transform and then locked their movement and scaling on the XYZ axis. The fingers should be able to go up and down (Z axis), left and right (Y axis), but they shouldn’t be allowed to rotate. Locking the rotatio...

Adding custom attributes and controllers - Part 3 Arms IK/FK blending

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Last week in part 2 of the rigging process I have taken care of the spine of the model by adding custom controllers and constraints. This week I will be rigging the arms and clavicles. I have started with the FK rigging first (as the rig created features both IK and FK arms bones) on the left arm. As in the previous posts, I first created three different geometric shapes and aligned them with the joints: shoulder, elbow and wrist. I have then linked and then constrained the orientation of each FK bone to that of its controller: ·          Wrist bone orientation to the wrist controller ·          Elbow bone orientation constrained to elbows’ controller ·          Shoulders’ orientation to its controllers orientation Now I was able to rotate the FK arm bones using the individual controllers. I have also locked the movement of the controllers on the...