Thursday, May 14, 2009

COMING SOON

hi, recently i have learnt some new techniques, well to be honest techniques are pretty old but i have discovered them recently, skinning is one thing, you can use plug-ins and utilities to help you along but i personally believe that a good engineer is one who can make a machine work at proper efficiency with minimum requirements. its easy to take out a tank with a missile but it takes guts and brains to do the same with a pistol. with this thought i work.
the very basic is skeleton creation, i sure learnt a lot of stuff, there is a proper way to do it, normal t-pose characters are ok, but when it comes to stylized characters joint creation is a bit typical, suppose there is a character with arms open and reaching out in front. you can create locators to mark joint positions and later vert-snap while creating joints. but this wont ensure proper joint orientation. this has to be done manually. so there i learnt a valuable lesson. next is skinning.
i rigged a high poly character and later i realized that i had to make blend shapes. gosh i was in a soup, but then a thought struck my mind, why not detach the head from the body apply the blend shapes and then attach it back to the body. it worked all right, blend shapes worked pretty fine but the problem was to recover the weights of the deleted skin cluster. it was a really tricky but it came all very easy. now i have added a few more tricks up my sleeve. it helps in making interoperable rigs, that allow you to change or modify the rigs at any point of time. its more an approach than a technique of rigging.





Hi, very soon you are going to see these characters alive.
thanx for all your support and motivation.

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