Monday, October 1, 2012

Rigging a Character


Rigging a Character_Part 1_Basics
exercise file: https://www.dropbox.com/s/lv5baml5ozgh02y/CHA_02_WHOLE%20BODY%202.mb
https://www.dropbox.com/s/woungsdld8s84kb/bone_002.mb https://www.dropbox.com/sh/ekrtqy7pwy98t0w/Ys1ydNCc4d/bone_004_bone%20fin%2001.mb https://www.dropbox.com/s/xeet5vf8pkcbc6f/bone_004_bone%20iK%2001.mb

Rigging a Character_Part 2_IK

ref: http://unicointeraction.blogspot.com.au/2011/03/monashs1-20113dweek-03.html


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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