PC Rigging: Tyson Ibele

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PC Rigging: Tyson Ibele

Postby ivanisavich on Mon Oct 31, 2005 6:26 pm

I'm in :D

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Postby ivanisavich on Sat Nov 12, 2005 8:03 pm

Ok...I FINALLY have some freetime....so will post some updated soon ;)

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Postby ivanisavich on Sat Nov 12, 2005 10:38 pm

K....here are my homemade bones:

Next I've gotta setup all the IK limits etc....FUN! :(

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Postby jakiloblanco on Sun Nov 13, 2005 2:52 am

Man, that looks so simple compared to Maya... What was I thinking... :P

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Postby Franklyn on Sun Nov 13, 2005 7:18 am

is he going to have an independent facial rig or are u going to do morphs ? oh and btw those are just modeled boxes right ? . if so why dont u just use bones :S ?

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Postby g3org3 on Sun Nov 13, 2005 6:34 pm

It is probaly so he doesn't actually have to have the model showing in the scene while he is animating. With the boxes modelled like this you get a good feel for what the character looks like etc.

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Postby ivanisavich on Sun Nov 13, 2005 7:52 pm

is he going to have an independent facial rig or are u going to do morphs ?


Probably a combination...I'm still working that out.

With the boxes modelled like this you get a good feel for what the character looks like etc.


Exactly :)

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Postby ivanisavich on Mon Nov 14, 2005 1:56 am

Well in conjunction with stretchyness....using boxes as bones has been giving me grief....so the legs and arms are now using traditional bones...yay!

*gags

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Postby Global on Mon Nov 14, 2005 2:12 am

Using boxes or any geometry as bones is something I've never tried in Max... I can see the advantage (you can see exactly what your char looks like when animating) but if you use boxes do you have to link them up and limit rotation etc before adding IK?

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Postby ivanisavich on Mon Nov 14, 2005 4:39 am

Yea sorta....plus you've got to align them correctly for things like stretchy bones to work correctly....and clearly my boxes were not lined up because I had tons of errors with the squash/stretch.

That being said....I did the bones thing instead and now everything works great! :D

Here's a video clip giving you a taste of the stretchy action ;)

(Btw...you'll notice that he stretches but doesn't *actually* squash...that's simply to avoid some unwanted deformations that true squashing would potentially cause)

Quicktime Video of stretchy arm (3.5mb)

*Thanks to Michael Comet for the info/scripts that help with the stretching :)

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Postby Global on Mon Nov 14, 2005 5:30 pm

Stretchy yayness! :)

Didn't realise you could just drag out an ik handle and have it behave like that - looks fun, is the scripting quite complicated? Alos, does it stretch when the root or chest moves? And what screen caputre are you using?

Sorry for my many questions and many bad typos and grammar and spilling.

*Global takes his medicine and calms down*

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Postby ivanisavich on Mon Nov 14, 2005 5:45 pm

*hands global Valium

Hey man ;)

a) The scripting isn't too complicated...just a few lines of code which control 2 things.....1 script allows you to drag the ik handle around and stretch the arm that way....the other allows you to set the length of the forearm/upperarm while maintaining proper IK (similar to the stretch you can achieve with the LowMax rig).

b) Sorta......it's kinda weird. If you move the root/chest/clavicle it doesn't appear to stretch at first....but once you grab the IK handle and move that the stretch "pops" into place. Not necessarily an error/bug....just more of a manual update thing. I'll see if I can't fix the scripts to compensate for that.....

c) I'm using Camtasia for the screen capture

:)

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Postby ivanisavich on Tue Nov 15, 2005 11:40 pm

Globes:

I fixed the script thing you mentioned.....nwo when I move any part of his body, the stretchy limbs adjust and stretch....so for example, if his clavicle/spine stretches his arm past its full IK extension, the arm will stretch :D

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Postby Global on Wed Nov 16, 2005 12:19 am

Cool! I can't wait to see this animated!

btw, do you have to be careful about the way you arrange the hierachy and put the rig together if you want stretchy yayness?

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Postby ivanisavich on Wed Nov 16, 2005 12:38 am

As long as your IK chains are properly setup, the yayness is good to go :D

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Postby ivanisavich on Fri Nov 18, 2005 3:59 am

Verbal update:

Rigged the arms/legs/head/spine with stretchyness

Gave the spine splineIK for extra coolness

Rigged the fingers

A few more tweaks and I'm onto rigging the face and skinning everything! w00t!

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Postby ivanisavich on Sun Nov 20, 2005 12:10 am

Facial rig almost done...then just have to skin arms and legs and I'm done! :D

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Postby Global on Sun Nov 20, 2005 2:14 am

What you doing for the facial rig bud? Will this be fully boned? or with morphs? Or both?!

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Postby ivanisavich on Sun Nov 20, 2005 2:17 am

All bones :D

And so far it's working great! Won't know for sure though until I actually test it in an animation pipeline.

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Postby ivanisavich on Sun Nov 20, 2005 10:07 pm

Hey everyone...well...he's fully rigged now!

Here's a teaser frame :D

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