This rig is created using three scripts: setting up the joints, connecting the controls, and skinning.
The communication between the rigger and animator was crucial, so we set up a spreadsheet that provided a way for the animator to write down all the issues as the rig was being created: Click for Spreadsheet
mainControl: rotate and translate the entire character
rootControl: translates and rotates the entire character with the choice of keeping the arms sticky or not. the channel box "switchFR" and "switchFL" that is a value from 0-1. if it is set to 0, it is not sticky and works like a biped, if it is set to 1, it works like a quadruped and sticks to the ground (you can move the foot controls)
hipControl: only rotation, "pelvic thrust", rotates everything from location and below
CStomach3Control: rotates everything from the location unlike the hipControl that rotates everything below
CStomach2Control: only rotation
CStomach1Control: only rotation but includes a nicer X rotation of the chest
chestControl: rotates the neck+head up and down the chest
neckBaseControl: rotates the neck around in the spot
neckControl: rotates the head at the top of the neck
(BL/BR/FR/FL)FootControl: translate and rotate, includes the foot roll that can be found in the channel box
(BL/BR/FR/FL)pv: pole vector that is off to the side and can only be translated
(BL/BR/FR/FL)s: only rotation, rotates the larger double rotation joint for the shoulders. the front controls move with their respective foot controllers and the back controls stay put (so move them if you have to)
(L/R)EarControl: only rotation, self explanatory
CTail(Base/1/2/3)Control: only rotation, self explanatory
"Cute" pose of the Robodog:
Location of Rig:
/u/viza627/projects/Example/awesome/assets/robodog/rig/scenes/robodogRig.mb
for the record, the rig is working out quite nicely from the animation standpoint.
ReplyDeletegood job.