top of page

Rigging

       This facial rig was one of the funnest I have constructed in a while.  The lips and brow are driven by curves.  The lip rig is tied to a blend shape.  That blend shape also holds cheek movement, which is triggered by the corner of the mouth rising.  The eyes are basic joints for both the eye lids and the eye balls.  There are nose flares and forward/back liproll movements built in.

          The bi-ped was fun to rig. It's guns needed to maintain full rotation in all axis while the joints mesh kept 0 in both the Z and X rotation, as it moves with the main compartment. The 50 caliber needed to be able to rotate 360 degrees, with aiming capabilities to follow.

        The dual knee capability was difficult to get full control over, so I centered the foot ctrl on the second knee and then point constrained the second knee to the foot. This allows the foot to control the second knee positioning while still allowing the foot to have it's own rotation.


Concept artist Theo Stylianide​s (sttheo@live.com) created the character

 

 

 

 

          All three of these were inspired by watching Transformer's Beast Wars. The rigging is a multi Chain IK system and multi chain leg system that allows for an independent thigh rotation control, complete with a nested group foot system. It has a nSpline (nurbs curve spine) with torso rotation, running off of the positioning of locators rotating via a Multiply Divide node.

         The wings are similar to the jetpacks as they are not a part of the mesh, completely independent of the character,  and can be moved from asset to asset.

        The board is controlled through set driven keys, with a global control. Also, it retains it's own independence from the main asset.

     All these guys were made for my final portfolio project at AIC. They are a standard IK rig with single chain system and an FK Spine. Each Jetpack has it's own rig seperate from the characters rig, and can be moved from character to character.

 

bottom of page