Lets get on to the good stuff then
My skills as a rigger is quite limited, but I do posess the rudimentary skills and knowledge, not to mention the logical sense needed to do this kinda work. Because rigging is quite logical in creation, this suits me somewhat. Things need to be placed and linked in a logical manner in order to make it good. And this is a skill I feel I have.
Well, enough about me. Lets get this baby rigged.
My skills as a rigger is quite limited, but I do posess the rudimentary skills and knowledge, not to mention the logical sense needed to do this kinda work. Because rigging is quite logical in creation, this suits me somewhat. Things need to be placed and linked in a logical manner in order to make it good. And this is a skill I feel I have.
Well, enough about me. Lets get this baby rigged.
Paul Neale
Id like to start by giving the man responsible for my rigging proficiency his due credit, and give others that might wanna start rigging a chance to get some very good starting help. As far as I know, there is very little ACCTUAL tutorials, that is GOOD tutorials, for how to create decent rigs in MAX. There are scattered pieces of gold here and there, but the only one I have found that has truly helped me gain a more advanced knowledge of rigging, is the DVD's from Paul Neale.
So, THANK YOU Paul Neale.
Id like to start by giving the man responsible for my rigging proficiency his due credit, and give others that might wanna start rigging a chance to get some very good starting help. As far as I know, there is very little ACCTUAL tutorials, that is GOOD tutorials, for how to create decent rigs in MAX. There are scattered pieces of gold here and there, but the only one I have found that has truly helped me gain a more advanced knowledge of rigging, is the DVD's from Paul Neale.
So, THANK YOU Paul Neale.
Let there be... ANIMATION!
I wont talk about the process of creation and all that boring stuff, but I would like to discuss a little about how the rig works and maybe a little about what I feel could have been done differently. Things I would have liked to added, and so forth.
I wont talk about the process of creation and all that boring stuff, but I would like to discuss a little about how the rig works and maybe a little about what I feel could have been done differently. Things I would have liked to added, and so forth.
Spine me
Starting with the body, I generally like to get the spine done first. And in the choice of spine methods, there are a few ways one can go. For instance, a spline IK setup, giving a easily stretchable spine. I did this for my first character, G'Naf, and I might have done that a bit too fast, so things didnt quite function as I would have liked.
Another setup would be like the one I have made for this. Which is somewhat basic, yet not, orientation constraints to the bones with a "falloff" effect. Works brilliantly.
A setup I would have liked to implement, but would have again, been excessive, is a dual or triple setup of the spine. Meaning you would implement three different spine systems, into one. Giving the animator better control, and freedom of choice for how to use it.
Starting with the body, I generally like to get the spine done first. And in the choice of spine methods, there are a few ways one can go. For instance, a spline IK setup, giving a easily stretchable spine. I did this for my first character, G'Naf, and I might have done that a bit too fast, so things didnt quite function as I would have liked.
Another setup would be like the one I have made for this. Which is somewhat basic, yet not, orientation constraints to the bones with a "falloff" effect. Works brilliantly.
A setup I would have liked to implement, but would have again, been excessive, is a dual or triple setup of the spine. Meaning you would implement three different spine systems, into one. Giving the animator better control, and freedom of choice for how to use it.
Put yer hands up in the air..
Next up would be the arm-setup, and here you have a few ways to go. Should you choose a pure IK setup? Or pure FK?
IMO you need BOTH, to make a rig complete. And to do this you acctualy need tree, yes tree, different bone systems. But dont worry, its easier done than said, really :P And a good way to get some insight to it would be the tutorial on Paul's page
Next up would be the arm-setup, and here you have a few ways to go. Should you choose a pure IK setup? Or pure FK?
IMO you need BOTH, to make a rig complete. And to do this you acctualy need tree, yes tree, different bone systems. But dont worry, its easier done than said, really :P And a good way to get some insight to it would be the tutorial on Paul's page
This system is easy to understand and is done quite fast. That gives you a rig system that is capable of doing most tasks required of a basic/advanced rig. And also gives you a slider to move from IK-FK/FK-IK.
But then again, you also need a system for making the FK/IK setup to properly blend, or rather SNAP to eachother. Say you moved the FK arm to a nice position, but need the arm to be in IK mode. If you then slide across to IK mode, the arm wil slide back into its neutral position. And thats not what you want. Using a FK to IK snap and reversed, you prevent this, and makes life for a animator much easier.
But then again, you also need a system for making the FK/IK setup to properly blend, or rather SNAP to eachother. Say you moved the FK arm to a nice position, but need the arm to be in IK mode. If you then slide across to IK mode, the arm wil slide back into its neutral position. And thats not what you want. Using a FK to IK snap and reversed, you prevent this, and makes life for a animator much easier.
Puttin on me walkin legs
So, then there is the legs. In my rig here I opted for a pure IK system. Seeing as the animation for our film did not require her to do lots of aerial acrobatics, kicks and such, it really was not needed. But in hindsight I wish I did, because it would be usefull in later animations with the girl should you choose to make something totally different with her.
So, then there is the legs. In my rig here I opted for a pure IK system. Seeing as the animation for our film did not require her to do lots of aerial acrobatics, kicks and such, it really was not needed. But in hindsight I wish I did, because it would be usefull in later animations with the girl should you choose to make something totally different with her.
Hands on, hands off
Not much to say here, pretty basic stuff. I would like to say that I would have liked to implement some decent viewport controls for them. I tried my best, but I just could not seem to hack it. But hey whatever. They do the job they need.
The system I made for this one though, allows for the saving of poses. Something I believe should be in ANY rig. Cuz simply having a library of premade poses helps in the speed of the animation process.
Not much to say here, pretty basic stuff. I would like to say that I would have liked to implement some decent viewport controls for them. I tried my best, but I just could not seem to hack it. But hey whatever. They do the job they need.
The system I made for this one though, allows for the saving of poses. Something I believe should be in ANY rig. Cuz simply having a library of premade poses helps in the speed of the animation process.
The Basics
In this early version, you see how the system looks and behaves for the basics of the movement.
Advancement ahead!
Here you see the full final version of the rig. As you might have noticed, the bones now look like the form they are moving. An effect easily made by the polyboost plugin for Max09, in the same way we did it in the model creation. Just apply a Edit Poly-modifier, and drag out on top of the model mesh. Easy peasy.
End of Part 2