Rig
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As with Ian I added muscle bones from the belly to the leg so it is easier for the character to sit and stand. And I also tested the character in a variety of posses to make sure the rig and skin was flexible enough for what is required in the production.
After rigging and skinning I used the same UI from the previous models and re set it up for this model with reactor manager. For the Visemes I again went off previous models and research so far and also developed the Visemes in more detail using the book Body language by Eric Allen and Kelly L Murdock. Currently I am in the process or rendering Darren off in a number of poses and facial motions to check if everything flows correctly.
Rig with morphs
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The main problem with the rig for this character was the size of Darren’s eyes poking through the eyelids and side of head when turning the eyes. I resolved the issue with a quick fix of rescaling the width of the eye, and edited the morphs to suit when the eyes close and open. It may have been nice experimenting with a more detailed eye rig, so that the eyelids move with the eye as it rotates, but I am happy with the level of control of the UI as it stands for this animation.
Screen cap of render
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I am going to have an early night tonight, and spend the weekend on tutorials and another model I am working on separate from On the Line, on hard surface modelling and texturing, and continue on on Monday with George Elm. A more difficult character since there are is a lot of objects attached to the body, such as the cowl and jewellery, which I will need to figure out some kind of interaction. I am reluctant to use cloth since I have had so many problem with it and could spend half the project messing with the cloth, so may use a spring system. However this may intersect the main mesh if not careful.
Final render
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