Sunday, 30 November 2014

week 10: Rigging/Posing

Now that I was happy with the model it was now time to rig the character, Since I was not going to be animating Uncle Sam I thought the best way to do this would be to go into Zbrush and pose him using the rigging system in there. 
Once he was in Zbrush I created a ZSphere and placed it in his chest and scaled it to fit. I then went on to create many more ZSpheres that joint up to the original ZSphere, doing this created a simple skeleton of Uncle Sam. Once I was happy with it I went to bind mesh, This made it so now when I moved a joint the model would move with it. I spent some time posing him until I was happy with the end result. The next step was to go into the Adaptive Skin tool and to make the adaptive skin, however when I went to do this ZBrush would then crash. I ended up losing quite a lot of work because of this as well as the skeleton in Zbrush. I repeated this about two more times trying slightly different ways but each time ZBrush would crash. So after losing the majority of the day trying to pose in ZBrush I had to leave it and try and create a rig in Maya.

Now that my character was back in Maya I needed to start creating the rig. I started by using the same work flow as in ZBrush. By this I mean I created the first joint in the waist this time and worked my way down the legs placing them where needed. Since I wasn't going to animate this I knew it would be okay just to add the joints in and not place any controllers as these were not needed. This helped cut the process down a lot. 
Once I was happy with the layout I went to skin and used smooth bind tool. This now bound the mesh to the joints and I was able to pose him. 
I would then pose him in quite extreme positions to see if there were any parts of the mesh that were being effected by joints that shouldnt be. If there were I would use the Paint Skin Weights Tool, this would allow me to tell what the joints should move and what shouldn't. This was quite a slow process as I was doing this at home, and I had my computer crash three times while attempting it. But in the end I was able to do it.
I wasnt able to get the original position I wanted with him having one foot on the helmets as the mesh would look weird in this position and I struggled to fix it. So in the end I had to have the basic position I originally planned. I was able to get the two arms into a good position which I was happy with and was able to move the fingers to look natural and realistic. 

This is what the skeleton looked like once it was completed. 


Here are some screenshots of the model finally posed with a close up of the hands





No comments:

Post a Comment