Wednesday, 28 April 2010

Rigging

Rigging the Screecher



Added an armature and sudivided and positioned into place using B-Bone mode to create segments in the neck and spine bones to produce a much more flexable bone to give realistic movement.



After adding an arm I selected the shoulder bone and then shift selected the top of the spine and parented the two together using control + P and kept the offset.

Duplicated the lower spine bone and parented to the original keeping the offset, the selected the upper spine and shift selected to the duplicated bone and parented but this time connected rather than offset. I also selected the upper spine bone and in the bones options unticked the inherit rotation so to allow more movement around the characters waist.

Then I parented the thigh to the lower spine using shift select and control + P keeping the offset. This method allows bones that are connected to move simultaniously in their relative position without having to be actually connected to one another (linked).



Selected the arm and leg duplicated them using shift + D then changed the pivotpoint to the 3D cursor and scaled the duplicted armatures on the x axis by -1 which then mirrored over the selected armature.

Selected the mesh and shift selected the armature then used Ctrl + P to parent the two together, using "with automatic weights". In pose mode the armature now controls the mesh but had a slight error with the eyes as when the head bone moved vertices started stretching from the eyes. Fixing this error could not be easier after selecting the head bone I then selected the mesh and went to weight paint mode where I could then add the vertices to the head bone by painting them.



Rigging the human mesh

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