Saturday 29 October 2011

Animation Chronicles - Episode 4: Attribute locking and transform limits

I haven't progressed much since last time as I was too busy playing Forza 4. So far, I've got:
  • A controller for each foot
  • A controller for the hips
  • A "world" controller for the entire character
Now I'll add controllers for the upper body and the head, which will give me the opportunity to talk about attribute locking and transform limits.

Sunday 9 October 2011

Animation Chronicles - Episode 3: starting over to "Evolve"

A grim sounding title, but there's actually good news in that article.

In a normal pipeline, you would model your character, then rig it and skin it. As I was using the UDN's skeleton, which is in a relaxed pose, I assumed I had to put that skeleton in a T-pose before being able to model something around it. This is why I started to rig the skeleton first. But today, I've made a discovery that would save me the trouble of modelling a character.

Thursday 6 October 2011

Animation Chronicles - Episode 2: Animation Controllers

I've created IK handles for my skeleton's feet, which allows me to quite easily pose them (e.g. in order to place the skeleton in a sitting position, I just have to translate the hip joint). Thing is, IK handles are a bit small and are hard to reach when the the skeleton is skinned. For this reason, I'm going to create controllers. We'll also see that it has other advantages.