Thursday, January 24, 2013

A Tutorial: Reverse Foot

So... that last post was more false start than anything, IF anything. There will still be something to see after all the big talk I dished out earlier. For now, I've decided to dissect a character I'm in the process of modelling from scratch, rigging from scratch, and... yes, animating from scratch. First things first: your feet, fool!


What I have here is the base skeleton of my rig.
It is a simple bipedal rig; not even eye/jaw/finger bones. You might notice however that there are some flat colored bones by the feet. One is the root joint at the center of the grid, and the others are part of the reverse foot, but we'll get to that in a mo.





The bones will vary in spacing/length/yadda yadda yadda, but in order to make your leg work right at all, the very least you'll need is a thigh, knee, and ankle bone. For the reverse foot, it's preferable to have a heel and toe joint as well. Make sure you have a naming convention for all your bones, as keeping track of Joints 1-3,687 will be hard.

DISCLAIMER: You will most likely never have to deal with 3,687 bones.


Once you have the base leg skeleton, you're ready to make the reverse foot bones. To differentiate them from the actual skeleton, put some marking after the name (e.g. actual skeleton: L_ankle. reverse foot skeleton: L_ankleCTRL.) Don't worry if it doesn't line up exactly like the picture. Initially, it won't. You start the chain at the heel of your character's mesh, from there make the toe, heel, and finally ankle joints. Then line up the heel joint in such a manner that the toe joint is real darn close to its final resting place, smack center with the actual toe.


WHOA! Where'd all those lines come from!? Those would be your IK Handles. I prefer to create the IK that extends the entire leg from thigh to ankle (which I name ankleIK, but something else might work for you), then go back to the other IK's once I have the RF (Reverse Foot) in place. NOTE: You are putting the IK handles on the actual skeleton, not the RF bones. Since the leg rotates more freely than the rest of the foot, you'll make the ankle IK a rotating plane (RP in the Handle Tool Settings), and the others Single something (it says SC in the Tool Settings, but heck if I remember what the "C" stands for). Make your SC IK's from the ankle to the heel, rename it ballIK, and then make your last one that goes from the heel joint to the toe joint. Now that all bones and IK's are in place, you can start connecting everything.
Select the ankleIK, then shift select the ankleCTRL bone, and parent (or "P" on your keyboard. That's the shortcut). That pattern will follow for each bone down. So, in order:
Child > Parent
ankleIK > ankleCTRL
ballIK > heelCTRL (you can name the ballIK as heelIK, if that helps you remember which is which)
toeIK > toeCTRL
They're all connected? Good, now if you select the heelCTRL and swivel it, move it, dunk it, lick it, or spank it, it should control all succeeding bones and IK handles. This setup is handy for when you need your foot to roll and twist naturally. 
I hope this tutorial was helpful. I intend to continue this series as long as I can. It would be even better if someone had a specific control setup for specific body parts they wanted explained, otherwise I will continue au naturel.









Tuesday, October 30, 2012

Something wicked (and awesome) this way roars...

Sorry that this is a blank post; consider this a teaser cubed post concerning some heavy work that I've been fortunate to pick up in the last couple months. You will not be disappoint.

Sunday, May 6, 2012

Paladin Rig: Bound and Determined

So I got all the manipulators made, all the constraints and parents and what have yous in their places. Now comes the part that everybody and there mothers love: binding. A friend told me about his use of interactive binding, so maybe I'll experiment with that here.
Modeled/Textured by Maury Weiss




Monday, April 30, 2012

New Rig: Paladin

Here's some stills of a character I'm giving a rig to: the Paladin.
Modeled/unwrapped/textured by Maury Weiss (http://mindofmaury.blogspot.com/).
Nothing too fancy, except for the armor manipulators I'm spattering here and there; manips for the leg guards, shoulder plating, and cod piece. Also, since his breastplate is a single piece, that makes configuring the spine controls pretty easy.
And cape manips. Always the capenips. Cat nips. Spin Tack. Speed Track. That's enough gobbledy gook. Time to work.

Sunday, April 22, 2012

In the home stretch

It's almost time to turn this beast in. My goal is to at least make it in the top 50, so here's hoping. Changed the camera angle, and finished the lip sync and finger passes, and now it's all just going over it and buffing out the scratches. I'll be glad when this contest gets over, since they can be royal time sinks, but boy are they fun.



Saturday, April 14, 2012

11 Second Progress

Here's a new video with more progress on the 11 Second Club entry I'm working on. Added the 2nd character, smoothed out the majority of the animation, and have just started on the facial animation. Will also be starting the hands soon.

Tuesday, April 10, 2012

Let the Games Begin! ...a week ago

Man, it's been a while. The last week and a half was a tumultuous one, what with moving and everything. Finally getting out of downtown Seattle and settling in Suburbia. At least it feels like suburbia, and Google Maps informed me that we live in a gang-ridden neighborhood. Still, it's been a quiet settling in, and with internet finally installed there will be no need to run back and forth everywhere just to get my fix.
This month I'm keeping busy with an 11 Second Club contest entry. (http://www.11secondclub.com)
The source audio is from Downton Abbey, a show that tells the story of the Crawley family and its trials and tribulations leading up to the first World War (thank you IMDB). This first video is WIP status, but just you wait til next week. Til then, enjoy.
Critiques (what little there is to give at this stage) are appreciated.