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Bones and Rigging
Simple Character Rigging
Available Now
I’ve been trying to think of a suitable subject for this
tutorial, when two of my favorite characters volunteered.
Gummie Guy and Gummie Gal.
Although they both support education, Guy was a bit hesitant when I told him he was going to get “Boned”.
But when I explained we where going to build bones, and “Rig” him so he could move, he was excited.
I’ll show my method for building a bone system while keeping the Transform Tool
in line with all bones. In the end all bones will be at Zero/Zero/Zero to start.
We’ll add the bones to Guy and Gal by giving them a Skeleton Tag, and then Heat Binding
(that’s a fancy word for clicking a button) to glue the mesh to the bones.
I’ll show what tricks I figured out, to fine tune the
movement of joints with Vertex Weight painting.
Along the way I'll use the Pose Tag on the mesh, as well as on the camera.
The Gummies setup, as far as lighting and camera position, is quite specific.
The background is black, and the scene is in the center of a large white disk.
So essentially the sky is black, but if you point the camera slightly down, it looks like a
white background. The black sky is darkening the bottom of their body parts through refraction.
Here's a link to the tutorial and starting files:
Simple Character Rigging
This is a big one, over twenty minutes long an more than 500mb.
Plus three jas files w/materials to start with, so you can rig Gummie Guy,
Gummie Gal and Blueberry Bear. I suggest starting with Gummie
Guy, because it's easier, and the one I used in the tutorial.
Each start file has one character that is rigged, and one that isn't.
Here's a link of interest, thanks to uncle808us. Tips on character animation.
I totally forgot to add a link to Hiroto's Multi Joint script.
It lets you change rigged joint system parameters.
Invaluable if you want to change something like the
joint color after you already have many joints created.
His scripts are free to use, no donation required,
so check and see what else he's got to offer.
Thanks Hiroto.
Simple Character Rigging
Available Now
I’ve been trying to think of a suitable subject for this
tutorial, when two of my favorite characters volunteered.
Gummie Guy and Gummie Gal.
Although they both support education, Guy was a bit hesitant when I told him he was going to get “Boned”.
But when I explained we where going to build bones, and “Rig” him so he could move, he was excited.
I’ll show my method for building a bone system while keeping the Transform Tool
in line with all bones. In the end all bones will be at Zero/Zero/Zero to start.
We’ll add the bones to Guy and Gal by giving them a Skeleton Tag, and then Heat Binding
(that’s a fancy word for clicking a button) to glue the mesh to the bones.
I’ll show what tricks I figured out, to fine tune the
movement of joints with Vertex Weight painting.
Along the way I'll use the Pose Tag on the mesh, as well as on the camera.
The Gummies setup, as far as lighting and camera position, is quite specific.
The background is black, and the scene is in the center of a large white disk.
So essentially the sky is black, but if you point the camera slightly down, it looks like a
white background. The black sky is darkening the bottom of their body parts through refraction.
Here's a link to the tutorial and starting files:
Simple Character Rigging
This is a big one, over twenty minutes long an more than 500mb.
Plus three jas files w/materials to start with, so you can rig Gummie Guy,
Gummie Gal and Blueberry Bear. I suggest starting with Gummie
Guy, because it's easier, and the one I used in the tutorial.
Each start file has one character that is rigged, and one that isn't.
Here's a link of interest, thanks to uncle808us. Tips on character animation.
I totally forgot to add a link to Hiroto's Multi Joint script.
It lets you change rigged joint system parameters.
Invaluable if you want to change something like the
joint color after you already have many joints created.
His scripts are free to use, no donation required,
so check and see what else he's got to offer.
Thanks Hiroto.
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