I have created a simple rig for character Yang using Maya's 'Quickrig' tool. The 'Quickrig' shortcut generated a skeleton for me, and I could then focus my efforts on skinning. I'm utilising 'Quickrig' throughout my Major project to avoid any joint hagiarchy problems.
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The above image shows the skeleton generated for Yang using 'Quickrig'. I removed the arm joints and controls before skinning. |
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The skinning process was the longest element of rigging. I gradually learnt how to distribute weights properly. |
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At first, I constrained the accessories to the main skeleton. But I changed my mind and decided to combine all the geometry and skin everything to the joints. This created a smooth and soft movement. I wanted this outcome because this character is supernatural, almost as though his clothes are part of his body. |
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I struggled to skin the tassels onto the shoulder joints. This would've been solved if I'd constrained this geometry as a separate group to the elbow joint. Instead, I tediously skinned each tassel individually. A lesson learnt for next time! |
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I also struggled to create clean knee movement. This is likely because of limited topology through the legs. Ideally, I need more edge loops to avoid this problem. However, I was able to make-do with soft legs as part of character stylisation. And ultimately, I think it helps convey that this character isn't human. |
Yang now has working arms, legs, spine and neck. Initially, I wanted to use dynamic joints through his scarf ribbons, but I will save this for my main character's ponytail.
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