Thursday, March 17, 2011

Monash_S1 2011_3D_Week 03

Week 03

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*  Advanced 3D Modelling         
*  Basic IK and Skin Weights Painting         
*  Simple and complex Rigging setup              
*  Case Studies   
*  Group project meeting                        
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Addon:

Alt + h : Hide unselected objects
Lighting: Two lighted lighting

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Polygon Manupulation

- Typology and Quads optimisation - Cut Hole on surface
- Bevel edges
- Polygon: Edit Mesh : Poke Face
- Polygon: Edit Mesh : Chamfer Vertex
- Polygon: Edit Mesh : Delete edge/vertex
- Select one edge, Ctrl + RMC, Edge Ring Utility, Edge Ring & Split (channel box adjustment)

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NURBS Manipulation

- Extrude surface along curve (channel box adjustment)
  * Display: Polygon: Face Centers
  * Int c snap - curve snap to relocate pivot point
  * Create Defermors : Blend Shape

- Surface: Edit NURBS : Reverse Surface Direction

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Basic Rigging

01. Create bones hip, knee, heel, ball and toe
02. Create bones head, back1, back 2 ........
03. Create 3 NURBS circles
04. Position NURBS circles into proper locations and relocate pivotpoint
   - Circle A for whole skeleton set
   - Circle B for foot (pivot at heel)                  
   - Circle C for head
05. FT all circles
06. Setup Ik from hip to heel
07. Constrain (Parent) hip to circle A (* select circle A first)
08. Constrain (Orient) heel to circle B
09. Constrain (Point) IK handle to circle B
10. Constrain (Point) head to circle C
11. Constrain (Orient) head to circle C
12. Prent child objects on circle B,c and circle A


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Complex Rigging

01. Create bones hip, knee, ankle, heel, ball and toe
02. Create bones back1, back 2 ........
03. Setup Ik from hip to ankle and rename "ankleIK"
04. Setup Ik from ankle to ball and rename "ballIK"
05. Setup Ik from ball to toe and rename "toeIK"
06. Turn Degree freedom on heel in attribute editor

07. Group "toeIK" and rename "Toe", position PP to ball joint

08. Group "ankleIk" and rename "Ankle", position PP to ball joint

09. Group "Toe","Ankle" and "ballIK" and rename "toePivot",  position PP to toe joint
10. Group "toePivot" and rename "heelPivot",  position PP to heel joint
11. Group "heelPivot" and rename "Foot", position PP to "ball"

12. Modify: "Add attribute" to "Foot" with name of "Roll" (-5, 10,0)
13. Driver: Foot
    Driven: "heelPivot" "toePivot" "ankle" Rotation X (varies)
14. Roll: 0  Key  "heelPivot" "toePivot" "ankle"
15: Roll: -5; heelPivot. RotateX: -25
16: Roll:  5; ankle. RotateX: 30
17: Roll: 10; toePivot.RotateX: -25

18. Fine tune toePivot.rotation X in graph Editor

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Set Driven Key on Fingers

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