Making a Sideshow Bob by Jalo, Argentina

Okey now this is good moment to go the next step.... the arm and hand to other step you have to do hard rigging work =)

For the arm, the first is to establish where it located the parts of bones and here it is where to have the body in a neutral state it serves to us helpful, we drew the part of Spine left and arm until the hand.






For the forearm prepared more two bones, than they will do the torsion at the time of controlling to mesh to obtain the effect, of the bones of our human forearm. in the same way with constraints we created a dependency to obtain progressive movements.

The solvers for the arm are setting, which uses a HI IK to solver above by the same explained reasons. And setting the chain of solve.

One can use any object like helper, but Something that is really is of help for my, in this case uses the objects helpers of Paul Neale, that can free download these script from page of Paul http://paulneale.com that and others script that is incredible.




Now the hand is the part to take more time to rig correctly but later is more easy for animating, really this time it is worth gold, believe me the construction of the hand will be just as the one of an arm or a leg, we drew or we created located bones where the structure for mesh we need to create a pivot.


Now that controlled? wiring and we created a series of attributes holders that will be applied when located helper above of the hand, and that in this case was creative with attributes holder 2, of Paul Neale, also they are possible to be download from the Webpage. Script that has the ability to keep presets from position which makes the animation very easy of the hand.



Now the neck, is easy part, must create the bones that comprise of the neck and the head these linking to the system of the Spine and later we created like always helpers that it helped us to rotate the bones, using the progressive logic of movements.



Now one of rig more easy is with the eyes to use look AT constraints, to an object helper that it helps to do that the character watches to look where.



For last ...needed to integrate each one of those rigging that now are separated and to cause that they are integrated... linking rig of the legs to the column and the arms to the column also.

Once we arrived at this point, this is good step to think on the operation of rigging and to test some of movements and if the rotations make the logical movements for the character, we constructed. We duplicated or re rigging the left side of character and testing movement.



 

 
 
 
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