Workshop 6 – Rigging

headskele

In this workshop we were tasked with applying a skeleton to our previously made human model. This is one of the areas of 3D that I have least knowledge in however I was able to use various learning materials to produce a rigged model that I could be proud of. One major factor I kept in mind as I produced my skeleton was maintaining a correct and consistent naming convention (Position_Bodypart_Height/Number_Type) e.g. L_Arm_Upr_IK. The following tools I used were as follows: Joint, IK handle, Smooth Bind etc. I tried to replicate the human skeleton to some degree within my model however I kept into consideration the lesson on rigging and optimal layouts for hands and feet. One difficulty I faced was that my model was already posed to some degree from the mudbox base model I had used, so I had to fit my skeleton to a more specific location with each joint as opposed to a more straight skeleton through the arms and fingers. This workshop helped me gain a great deal of knowledge about rigging and professional practices however I know that there is much more to learn regarding this. I created jpgs rendered in mental ray stitched together in premiere to create an avi video shown below.

Dropbox Folder: https://dl.dropboxusercontent.com/u/60783220/Human.rar

Video Dropbox: https://dl.dropboxusercontent.com/u/60783220/HumanJump.avi

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