karen Halliwell Rigging #3
Now, interestingly, this model has no face, she lost it somewhere, but the rigging must carry on!
The final part of our class was to create an arm, with an IK/FK switch, this was definitely the part that broke the most.
IK/FK is very important, FK control is good for nice fluid animation, but when the hand needs to be locked against a surface, IK is a necessity. The problem with this comes with hiding of controls when in different modes, when you're in FK you don't want to IK controls knocking about!
We also began setting up the same type of controls on the fingers as on the feet, using groups to manipulate the fingers in different ways, such as spreading them out.
We learnt a crazy amount in those two very intensive days. But it was so helpful and I jumped at the opportunity to rig a creature for Drone, this years big 3D project.
I kept all of the work with control groups and offset groups in mind, using the node editor for direct connections. And just exploring how what we were taught can be applied to different shaped creatures who need to move totally differently, but keeping in line with the organisation and processes we were taught helped so much.
I kept all of the work with control groups and offset groups in mind, using the node editor for direct connections. And just exploring how what we were taught can be applied to different shaped creatures who need to move totally differently, but keeping in line with the organisation and processes we were taught helped so much.
