Kinematics:Kinematics can be defined as Bone Engineering- Forward Kinematics (FK) – Used mainly for Rotation based animation.
- Inward Kinematics (IK) – Used mainly for Movement based animation.
Tool Used: Joint Tool (in Animation Tab)
Few Important Notes:- Joints/Bones are always in Parent – Child Relationship.
- IK
- Joints stay of the actual length but IK can stretch
- Grab the IK controller & not the bone for movement.
- Make sure that there’s a little bend in the bones while drawing for IK
- Press & hold D to change the size & bend relative to the other joints.
Skin Binding:
Steps:- Select Joints.
- Select the Object (Eg : Cylinder with sub-divisions)
- Goto Menu Skin (in Animation Section) – Bind Skin – Smooth Bind
IMP: In Hand Rig, the main joint is the Elbow Joint.
Exercise 1:Create a simple Box Model of Hand. Create Parent – Child Relationship & setup a simple Joint.
IMP:- P is used for Parenting
- Always Select Child First & then the Parent Object for Parenting.
- Pivot is Moved to the Edge of the object for Correct Rotation of Hand.
Video Link : http://www.youtube.com/watch?v=YZSmsYs9bBsProject File Link : http://www.mediafire.com/?usyacikqptcyodi
Tuesday, 4 October 2011
Rigging
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