The 3D Character Rigger 3D Character rigging for animation...

Videoclip for "Unexpect"

  • Modeling, Rigging, Texturing and Animation using Maya
  • Animation composited over live action sequences using Boujou 3D tracking

 

 

Functionalities & Technical specifications

(sorted by character subset)

 

Leg Controllers
  • Each leg has a special "reverse foot roll" system to facilitate foot aiming while landing and walking
  • 6 Cluster controls over a SplineIK joint chain
    • Allows smooth binding of junctions and rigid binding of leg segments
    • Allows the animation of all intermediate segments of the leg with only 1 controller each
  • "Global Leg start" orientation controller to rotate the starting angle of all legs together
  • "Global Leg End" controller to position or rotate all legs together
  • All 6 legs can be manipulated at once or individually
  •  

Wing Controllers
  • A generic XYZ rotating controller for the main position of the wings
  • A "WingCurve" attribute to enable the curling of wings up and down
  • Driven with a "high-res" SplineIK joint chain
  • All 4 wings can be manipulated at once or individually with identically named attributes and identically oriented controllers

 

Antenna Controllers
  • Similar to the Wing Control
  • A generic XYZ rotating controller for the main position of the antennae
  • An "AnntennaCurl" attribute to enable the curling of the antennae base
  • An "AnntennaTipCurl" attribute to enable the curling of the antennae Tip
  • Driven with a "high-res" SplineIK joint chain
  • Both antennaes can be manipulated at once or individually with identically named attributes and identically oriented controllers

 

Body Controllers
  • Head controller for the XYZ rotations connected through multiple neck bones for a softer mesh deformation
  • AbdomenCurl attribute to curl the end of the abdomen up and down
  • AbdomenSide2Side to move the end of the abdoment left and right
  • The abdomen is driven with a "high-res" SplineIK joint chain

 

Eye Controllers
  • 1 controller to rotate the eyes in every direction
  • Each eye is animated inversely thru the expression editor

 

Mouth Controllers
  • 2 attributes on the head controller to pinch and twist the mandibles

 

 

 

Legend
  • Main Body bones in green
  • "Reverse Foot Roll" bones in magenta
  • Spline IK systems
    • Low resolution "control bones" to accelerate positioning during animation (in yellow)
    • High resolution "skinned bones" to smooth the deformation of the mesh (in red)
  • Controllers
    • Normal controllers in Blue
    • "Non character-set" controllers in dark blue

 

 

 

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