Underwent another Mesh cleanup before starting with Rune's custom skeleton setup. I think I got better at mesh cleanup compared to the first week of 3D Character Creation. Chelsea helped me a lot on some of the more problematic areas (we had to settle with some triangles), but it was a complete success in patching up all the holes.
Mesh Clean-up
I had to selecting half of Rune's mesh and delete it before mirroring the model. Once Rune's mesh is completed or properly fixed( and mirrored and adjusted) it should be ready for custom rigging.
Custom Building A Skeleton
Go to the Rigging function in the tab above. Click on the button to add the joints, starting with the hips (root) and moving down to the head. I added too many spines on Rune (about three?) and I feel like the joint moving to the head was a bit abrupt. But I think it shouldn't be too much of an issue.
Then by using the ortho view, this is to setup the joints in the right location. Then moving onto the leg joins and mirroring the joints (I started with the left side and mirror the joints for the right side). The next step of the process was to label the joints. The joints are labeled in order to organize it into a list. This will make things easier for me in a later process.
A very important note: Make sure to go to Skeleton , then to Orient to get the joints oriented in the right place.
Attaching the spine and legs
To connect the legs onto the spine, select the parent leg (which is the upper leg), and then hit shift and click the spine/root to select it. Then hit the P key to connect both parent joints. This step should be all set before toggling around.
I'm almost done with the custom Skeleton, but Maya was not working today so I'll have to postpone it at a later date. All I need to do is add joints to Rune's tail and connect that to the 'Root'
Here are process shots of Rune's new mesh and current skeleton rig.



Mesh Clean-up
I had to selecting half of Rune's mesh and delete it before mirroring the model. Once Rune's mesh is completed or properly fixed( and mirrored and adjusted) it should be ready for custom rigging.
Custom Building A Skeleton
Go to the Rigging function in the tab above. Click on the button to add the joints, starting with the hips (root) and moving down to the head. I added too many spines on Rune (about three?) and I feel like the joint moving to the head was a bit abrupt. But I think it shouldn't be too much of an issue.
Then by using the ortho view, this is to setup the joints in the right location. Then moving onto the leg joins and mirroring the joints (I started with the left side and mirror the joints for the right side). The next step of the process was to label the joints. The joints are labeled in order to organize it into a list. This will make things easier for me in a later process.
A very important note: Make sure to go to Skeleton , then to Orient to get the joints oriented in the right place.
Attaching the spine and legs
To connect the legs onto the spine, select the parent leg (which is the upper leg), and then hit shift and click the spine/root to select it. Then hit the P key to connect both parent joints. This step should be all set before toggling around.
I'm almost done with the custom Skeleton, but Maya was not working today so I'll have to postpone it at a later date. All I need to do is add joints to Rune's tail and connect that to the 'Root'
Here are process shots of Rune's new mesh and current skeleton rig.




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