Wednesday, February 2, 2011
Shadow Assassin Rig
Finished another rig. Took about two days to complete after receiving the model. It's a mixture of FK and IK controls. The arms have an FK/IK switch and the legs are IK controls on. There are also spline IK's for the spin of the character, as well as some of the cloth. Right now, I am unable to do any kind of cloth simulations for the cloak and tabard, as deadlines are fast approaching for the project. There is a reverse foot set up, but this time I used groups and NURBS to create it.
This rig is created for the UDK engine. There are tons of resources out there for rigging characters in Max for UDK, but not so much for Maya. This rig is pretty special as its hierarchy needs to be set up to keep all bound joints out of the control hierarchy, and it's also using rig controls, which is not really common for UDK (typically requires mocap data). It's a mixture of constraints and work-arounds, but it is a manageable concept. Without this kind of set up in Maya, UDK will flip the bones based on the top most node in the hierarchy, but the geometry will import fine.
Also, this is one of my first high poly character rigs I have worked on extensively. A lot of the tools in Maya 2011 make rigging a breeze, especially some of the new skin bind features, for example, the interactive skin bind tool. This tool especially really helped getting very rough skin weights for the body mesh of the character. I will have a video shortly, showing off some of the controls I have set up for the character.
The model was provided by Vance Cole, who is one of the modelers for the project.
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