Thursday, 4 March 2010

CAT - Rigging - Do's and Dont's

  • head: use trackball rotation (R-R) to swivel the head around.
  • eyes: move this bone around to control what the eyes are looking at. Move this bone farther away from the face to correct cross-eyes.
  • make each eye track either tip or root on the "eyes" bone. Doing this makes it much easier to correct the cross eyes, and give a more natural look. simply rotate the eyes bone 90 degrees, and adjust the "head/tail" setting in each eye's Object Panel (F7).
  • neck and spine bones (except spine1): Rotate individually for subtle bending of the body, or use Auto IK on the head bone for extreme bending of the spine.
  • arm bones: Turn on Auto IK and move the finger2 bones for broad sweeping motions of the arms.
  • master: move and rotate this bone to manipulate the entire armature. For example, using the master bone is the only way to get the whole character off the ground in a jump.
  • spine1: Move this bone to move the entire upper body while the feet stay put. Very useful for walkcycles.
  • knee: these bones are not used very often and are primarily used to keep the IK constraints on the legs under control. But when you need to point the knees in a direction, use these bones.
  • upper_leg and lower_leg: leave these bones alone. The leg bones and IK constraints do all the work.
  • leg: These are the most versatile bones. Move the leg bones to move the entire leg.
  • foot: leave this bone alone, it is rotated by rotating the leg bone.
  • toe: Rotate these bones to bend at the toe.

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