Tuesday, 25 February 2014

Spine rigging

I've spent the day rigging my characters spine. He now has a global controller that his root joint is parented to, allowing him to be scaled up and down universally as well as moved across the scene. His hips can now move independently of his upper body, and his spine, neck and head are all rigged with various orient contraints. Because there were more spine joints than spine controllers, I used Multiply / Divide nodes in the hypershade editor to cause each joint effected by a controller to be relative to the number of joints in that chain, be that 50% or 33% influence.

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