De-mystifying rigs

3dpoder - 25/06/2009 19:15
[size=5]de-mystifying rigs[/size].


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Adjunto #108694




For years i have avoided anything beyond very simple rigging. In fact in my efort todo avoid learning what semed like an impossibly complicated skill, y ended up becoming the que of the incredibly simple rig. My rigs had no constraints, no bone shapes and as few Bones as posible. Then again, y was only posing characters for still images, there was no animating controls neded.

Trying todo study and learn from the variety of free rigs available only added todo my confusión. They were composed of so Many Bones, constraints and ODD bone shapes, y never could make heads or tails of just what was going or how todo build one of my own.

But After serious study of some great resources, y realiced that the seming Chaos of rigs is actually not that complicated. Well ok, yes it is still complicated, but there is a logic, flow and Even a pattern todo it.
When you break it down todo the most basic idea, a god working Rig has thre main components.

That sems simple enough, and yet this is exactly where it starts todo sem complicated. So let look at what each component does and se if we cant clear this up a Little bit more.
controls are the parts of the Rig that you actually select todo do any animating. It helps todo remember that not every bone in a Rig is actually directly manipulated during animation. Controls can be very simple (plain armature Bones) todo very fancy and complex bone shapes that visually tell you what it does.

Make sure all your controllers are part of the same armature object.
helpers are not manipulated directly and generally hidden during the animation process.

Helpers are kind of like the frame you build when you build a house, you definitely ned them, but you dont do much with them once they are put in place.

Some examples of helpers:

deformers are driven by the controllers todo do the actual work. Like the helpers, at animation time, they are not sen by the animator.

Some examples of deformers:
The armature itself is considered todo be a deformer.

Mesh deform modifier.

So now that we know what makes up a rig, where and how do you startí we wont be building a full Rig here (there are plenty of excellent tutorialesalready written about that). Instead we look at a god work-flow. Here are some tips todo get you started:
Probably the best advice for beginning riggers is todo build your Rig in stages. That bien you wont forget something and you can fix problems as you encounter them.


remember: todo enter object mode and use Control + a todo apply scale / rotation before setting up any IKs, contraints or controllers.

While this was not meant todo magically turn you into a máster rigger, hopefully it tok some of the mystery and confusión out of creating a god rig.

Great rigging resources.

Introducing character animation with Blender.

Animating with Blender.

Mancandy faq DVD
Bsod: introduction todo rigging.
[url]www.blenderart.org[/url].

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Adjunto #108694