Saturday, 9 April 2016

Charater Modelling -- Rigging.

Character rigging was of course the most challenging part of the modeling process from last term, I had forgotten some parts of rigging, so learning it again took some time to begin with the character.


Paying attention to where the shoulder and arm joints were, binding the body and the skin was okay for now. I made sure that since the hair/ feathers, and the body/ clothing were two separate meshes with their own texture maps I had to combine these two, otherwise the rig when testing the head would be iffy. From this point, it was good to check the control rig to see what work I had to do whilst painting weights and such.












The joint were again, tedious to orient. I wasn't exactly sure whether the hip and the chest/spine joint were meant to be pivoted, so they were left alone.


Weight painting was where most of my time was taken up.
Since some layers kept resetting to its default paints, I needed to lock the layers, some of the other layers' vertices would tend to merge to a center point. This took a very long time to get around. At this point, I realized the "max influences" of the model was set higher than it should've been with some help from my tutor.
From there, I realized that the higher influence a joint have, the trickier it would be for me to properly weight-paint (I kept trying to fix the stretch where the underarms were, but no can do I needed to finish with the rest of the rig. I realized from this point that bending arms upwards with the model made with an A pose would prove to be quite difficult to do so).


(From this point, this is the second time rigging this character since due to incorrect UVs)


After some time, my job with weight-painting is now over, I check the control rig for extra pulls and tugs here and there, and from this point, I'm using the control rig to fix any stray vertices.


From this point, the rigging is complete.










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