Tuesday, November 12, 2013

Jason Modeled to Rigged

Jason's face Geometry in X-ray View. This shows the amount of detail put into the face. Teeth, eyes, eyebrows, and a 'mouth sack' are visible.
Painting weights on Jason's face. Painting weights on a characters face is a delicate process that requires a lot of patience.
The image above is the rig for the legs and upper body. For the feet I made a reverse lock foot rig and for the spine I made it so where the rotation of one joint effects neighboring joints so the character will have natural movement in the spine.
The image above is of the main arm bones.
Above is an image of Jason's facial rig with only Controls. This facial rig was discarded later on because I learned more advanced techniques.

Above is an image of the inner workings of the facial rig. Visible in this image is a lattice deformer, several locators, many joints, a few inverse kinematic handles, and some NURBS curve controllers. 
This is the final rig of the main character. The only thing that will be changed later on will be the facial rig since I have learned some new techniques.

So I ran into this huge problem. The face wouldn't render out. I did some research and asked the Digital Tutors forums, but they couldn't provide me with a solution either. So I went into the scene and did some digging. It turned out that my base head's Drawing Override visibility was turned off. I turned it on and it then showed up in the render! But this threw another problem at me. Only the eyebrow deformers were working, not the forehead deformer. So I turned on the forehead base mesh and it showed up in the render, but with another head overlapping it. I concluded that the base heads that I got from the multiple facial deformers weren't communicating with each other. So basically.. I have to remake my facial rig. Fun.

I solved the problem. In the options when you make a wrap deformer you're given the option to make the object that is deforming the desired mesh to be rendered. All I needed to do was to go back and check the box.


This is the rig for the robo arm. I made several custom attributes for it, such as the spinning of the gears and the ability to move the poly shards on the forearm in all axis.

This is the final robo-poly arm, modeled and rigged!
This is the final Jason model

This is the final Robo Jason model
This is the final Jason rig

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