Sunday, June 17, 2007

AutoRig Step 3 - Creating the actual rig joints

I re-worked the Joints Guide file a bit more after rethinking about the spine rig I'm going to do. Also changed a few naming conventions on the guide. Here's the updated file

Spent some more time in rethinking the joint orientations of joints, how they should move and whether some joints are needed. Also noticed that the usual joint orientation functions, or even Comet's, could not really orient the finger joints well because of the way the finger joints are positioned. In this case, after the initial creation of the joints, I would need to go in and tweak the finger orientations manually.

Here's the result:

And here's the default Maya skinning on the model. Notice the extra shoulder joint provides a good default skinning to start with in the shoulder/deltoid areas. The upper spine area is not that flexible in real life bipeds, so only 3 joints are used for that area. More on that later.

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