January 30th

Friday, 11 February 2011

With the deadline just around the corner Rigging was yet another new frontier however I did posses basic knowledge in the process involved through two of the character tutorials I had read at the start of the semester. Creating a skeleton and skinning was a fairly simple task so long as it was carried out slowly and methodically. Weighting proved a little more problematic due to an issue where vertex paining wasn’t appearing, another issue which was remedied by exporting and importing into a new scene. Having done some very basic biped animation before, posing was a fairly simple process that just involved grabbing joints in the outliner window and rotating them until the character was in the desired pose. I did have to return to weighting once or twice because some vertexes had less than 100% influence but this was easy to fix. 

Skeleton shown in Outliner

Final posed character in Maya



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