Friday, September 18, 2015

Week 3

I have found a method in where I can create a completely new mesh for the models that need it where I make the model active, create a new object with numerous polies, and then wrap that around the active model. It's not perfect so I still have to work on it.

My main focus though is that the zebra is mostly rigged at this point with constraints, ik handles, and controllers. Still needs some fine tuning though and add some special attributes I thought of (though I hardly think they're original)

For the legs I currently have a dual IK system in place. I'm thinking of adding a third for the feet, but I'm unsure if that is practical at this point.

I have also moved the toe joints back towards the heel, but I may place that more towards the center. Hooves are not easy to think about since they are so hard and dense, allowing NO movement.

I also came up with a little breathing control for the stomach. It's not perfected yet because I'm going to have to figure out how many of the stomach joints it is going to affect and where the pivot will be.







So as I was going in and constraining everything, I ran into a problem when it came to orient constraints. The joint would fly out at a 90 degree angle every time. I even went back and researched it to see if I was doing anything wrong with no avail. And then I looked at the maintain offset box. It was unchecked. This is what I get when I change computers and install maya 2016, everything is reset.


I've gone in and added some FK controls for the tail, but that doesn't mean there won't be IK splines there. I just haven't added them yet.
Last is I have added some clavicle and shoulder controls. I'm aiming for these animals to be as detailed as possible.


Next week I will be perfecting the remesh process of the crocodile and the lion, but mainly just working some more on the zebra rig as well as giving the giraffe a skeleton.

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