Hey Clym,
With the lack of arm movement on the last rig, we need one with more movement in the upper body. The character is mostly sitting down so arm, chest, head and neck are very important but we do need legs and feet also. Don't know how you feel about building it again from almost the ground up. If it's a problem or it's going to take a while, let us know and we might have to arrange something else. I also noticed some holes in the mesh where the head and hands have been re-attached. The blendshapes and what you have done is fine, I think it's the squash and stretch that is causing the most problems so leave it out if you start again. The list below covers everything we need on the rig:
- Keep blendshapes, they are fine (and the facial window obviously)
- DONT include body squash and stretch
- Add wrist twist and arm twist
- FK arm set up with IK leg set up
- Neck twist allowing head control
- Spread and clench on hands, thumb rotation and the original finger by finger
- Foot toe curl and ball roll, positive and neg
- Two Shoulder up, down and rotate
- Hip pivot like you have done
- Control for chest, separate from the shoulders
Let us know how you feel about it.
Saturday, 10 April 2010
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Yeh - we may still be able to use the rig you've done for a couple of shots with little wrist animation - but I don't think it'll be possible to get any follow through and overlap in the hands with the current version of the rig.
ReplyDeleteAlrite, i'll see what I can do but stuff like the FK+IK switch I may not be able to get done (because of my limited knowledge with rigging)
ReplyDeletesome of the stuff uve mentioned like, foot controls, chest control, spread on fingers, neck twisting, and hip control are already there.
I'll see what I can do about the wrist rotation, shoulder controls, FK/IK switch and extra finger controls. Cheers guys
could you have a look at the gaps in the geometry as well... only ... don't really want gaps in our models for our final renders... lol
ReplyDeletethanks man
Most of the controls were done on the original rig, the only problem was with the shoulder problem. But having a look at all three different rig, mine, stus and clyms, this was occuring on all three rig
ReplyDeletedid stu manage to fix the shoulder problem on the hitman?
ReplyDeletedont know if you guys know but if you raise the target two feet off of the ground his neach goes shooting through the top of his head like a pilon!
ReplyDeleteWell i dont know i though wstu was going to paint the wieght on the orginal rig, but he produced a rig from scratch, and the shoulder thing i happening on all three rigs
ReplyDeleteLewis To what neach? I don't understand - Don't see any problems with the feet?
ReplyDeleteAlso.. the Smoth toggle - that shoots the entire head mesh down to 0.0 axis...?
ReplyDeleteTaylor....nothings happening like that on mine...not sure which version ur using buddy. I'll upload a new version later. sorted out the wrist stuff
ReplyDeletesorted the smooth toggle
ReplyDeleteNice one buddy
ReplyDeleteIve managed to do the IK+FK switch after all. The shoulder seems unlikely though...how important is this feature?
ReplyDeleteshoulder wasnt a major one... I dont think - the wrist is priority
ReplyDeletewrist is done, as is the blips with holes in the geo. head smooth is fine, just adding Fist Clench Attribute for fingers now then will upload new one. Still have no clue bout the problem Lewis was tlking bout
ReplyDeleteDon't worry about him he is fails so his computer probably just failed as a resonance reaction to his natural failitude.
ReplyDeleteI was having fucked up issues with different versions of Maya... so could be something to do with that.... works fine in 8.5... works fine in 08 as well.... maybe 2010 issues - which shouldn't be a major problem if this is the case. - I say again...well done Clym
ReplyDelete