I have created the rig for Darren the central character over the last few days. Without any objects in pockets and the jacket being buttoned up it was very easy to rig and skin, with the only major decision where to put the hair bone for the flex of the hair at the front.
Rig
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
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
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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