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Thread: Freebie Rig and char by me

  1. #1
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    Freebie Rig and char by me

    Hey!

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    I wanted to make a no fuzz rig that was easy to animate with, so I made this one.
    Still a few things to add such as managing all of the foot with one controller, rotate side to side foot controller, a more complete face rig, and some various little bugs. Eyelids can cut through a bit when closing the eyes and looking down.
    I did want to keep this light weight though, so it is not overly complicated.

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    So what does the rig do.
    IK/FK for arms that is pretty much rock solid.
    IK/FK for head.
    IK only for legs.
    Simple face rig.
    Eyelids slightly follows eyes for a more natural automated motion of the eye.
    Scale the eye controller to control the level of cross-eyedness. Rotate B to level the eyes out.
    Twisting of legs and arms not using joints but z-bones (If I had started over with this one I would have used joints all the way)

    eyecontroller:
    up/down opens/closes eyes.
    left/right brows up/down(angry)
    rotate B is scared brows.
    mouthcontroller.
    down = A
    up = M
    back = E
    forward = O
    left/right = jaw side
    Heading = jaw forward
    Pitch = smile to sad
    scale Y = nose frown
    In the center there is also a node that allows you to move the face controllers off to the side.
    Also, a couple of idiot nodes to clutter up the space; A control to adjust the shirt when it cuts through the leg.
    I put it there just to anoy you when you try to select something else

    Have fun and here it is:
    http://www.megaupload.com/?d=08W4CNCF
    -----------------------------------------
    Henrik Skymne
    Artist at Ghost games :: Electronic Arts
    [email protected]

  2. #2
    Toothbrush Designer j0SH's Avatar
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    Nice little rig! Seems quite stable and easy to use. Good work
    PORTFOLIO
    Lightwave Animator

  3. #3
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    Dude

    Thanks very much for this
    Just Noodling Around

  4. #4
    Super Member gordonrobb's Avatar
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    Thats really good of you. Cheers.

  5. #5
    Truly Gone Fishing h2oStudios's Avatar
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    Not bad, tudor. You might want to distribute this rig with a base pose, though (just to have a clean & tidy starting point for animators). Maybe some offsets for some controls and a little auto-snapping. Overall, it's like you said - lightweight.
    The Funky Fresh Insomniac

  6. #6
    Registered User kojean's Avatar
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    Thanks a lot for sharing your character and rig!

  7. #7
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    Hey!
    Thanks guys.

    Btw, an earlier version of this rig was used in this little short:
    http://www.youtube.com/watch?v=3BLoxOqFoEY
    Audio and final color grade yet to be done.
    It uses the same face rig as in this one, but the rest of the rig is completely redone.

    http://www.youtube.com/watch?v=85o01dM32qk
    A face rig I am working on. This one bumps in a new morph when 2 specific morphs are used together. Two mouth controllers to control the entire mouth area. Mood and mouth.

    h20Studios: Yeh, didnt think of the base pose. All bones and objects are frozen at 0 tho so a reset on rotation should solve it. Offset for controls I think I will make. One You can move the facerig right now, but I think I will get rid of the IK switches and just build them into the IK targets on a scale channel instead. Autosnapping? What do you mean with that?
    And lightweight, yep. I really prefer light weight rigs. Rigs that are bogged down with features you rarely use just hinders me. The deformation rig is a different matter. For this character it works, but for a more realistic one I need more stuff in it.
    -----------------------------------------
    Henrik Skymne
    Artist at Ghost games :: Electronic Arts
    [email protected]

  8. #8
    Truly Gone Fishing h2oStudios's Avatar
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    Quote Originally Posted by tudor View Post
    Hey!
    Thanks guys.

    Btw, an earlier version of this rig was used in this little short:
    http://www.youtube.com/watch?v=3BLoxOqFoEY
    Audio and final color grade yet to be done.
    It uses the same face rig as in this one, but the rest of the rig is completely redone.

    http://www.youtube.com/watch?v=85o01dM32qk
    A face rig I am working on. This one bumps in a new morph when 2 specific morphs are used together. Two mouth controllers to control the entire mouth area. Mood and mouth.

    h20Studios: Yeh, didnt think of the base pose. All bones and objects are frozen at 0 tho so a reset on rotation should solve it. Offset for controls I think I will make. One You can move the facerig right now, but I think I will get rid of the IK switches and just build them into the IK targets on a scale channel instead. Autosnapping? What do you mean with that?
    And lightweight, yep. I really prefer light weight rigs. Rigs that are bogged down with features you rarely use just hinders me. The deformation rig is a different matter. For this character it works, but for a more realistic one I need more stuff in it.
    First off, really nice animation!

    by auto-snap, having the IK controllers snap to the FK bones when switching IK/FK.

    Yeah, I know what you mean with heavy rigs; I had a rig that had controls for EVERYTHING, the character had controls even for tits & butt-cheeks. Never really ended up using half of them.

    Your deforms could be a little bit better

    otherwise keep at it!

    RH?
    The Funky Fresh Insomniac

  9. #9
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    Oh.. get what you mean now with autosnap. Trouble is, have no clue how to do it. Willing to share?
    Or, hmm. Position contraint tied to the IK/FK value. When at FK, the controls would move to the hand, when at IK, opposite. That sound like a working solution?

    And deformations, yeah. must work on it
    -----------------------------------------
    Henrik Skymne
    Artist at Ghost games :: Electronic Arts
    [email protected]

  10. #10
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    studying the jerico rig for days now... seems like the autosnap is using point and orient affectors - but the control needs to be keyframed too, when FK gets used so it stays with the char at the new keyframe

  11. #11
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    Got snap running now, using just position item.
    Not sure if I agree with it though as it does not fit my way of animating.

    edit:
    decided not to go for snapping.
    Did however put the IK/FK switch on the Y scale axis for the head and hands IK targets.
    This allowed me to get rid of some unneeded stuff the just cluttered the screen.

    http://www.megaupload.com/?d=VVNPGPYT
    Last edited by tudor; 05-11-2010 at 01:40 PM.
    -----------------------------------------
    Henrik Skymne
    Artist at Ghost games :: Electronic Arts
    [email protected]

  12. #12
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    Rig updated with more stable twisting for arms and legs.
    Added fadeable hip centering with adjustable centre to lay out walks quickly.
    Rig documented in included doc.

    frame 0, IK on all.
    fram 10, IK off on all but legs, Hip centering on.

    http://www.megaupload.com/?d=XAWBWYB5

    have fun
    -----------------------------------------
    Henrik Skymne
    Artist at Ghost games :: Electronic Arts
    [email protected]

  13. #13
    Banned OnlineRender's Avatar
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    bumped just to say Thanks !

  14. #14
    Man of many cells. shrox's Avatar
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    I got a corrupt zip file both times I tried to download...
    shrox www.shrox.com
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    Heavy Metal Landing


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    I build the best spaceships, the biggest spaceships, they're great, you'll love them.

  15. #15
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    Hey. Try renaming to rar. Renamed the rar to zip for an other forum to accept the file.
    winrar does not care though, it works nomatter how it is named
    -----------------------------------------
    Henrik Skymne
    Artist at Ghost games :: Electronic Arts
    [email protected]

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