Create
a big point object, and set
its display properties to box.
Name it COM (short for Center
of Mass). Align it to the spine
root (Bone_spine01) in both
position and rotation. Now,
select the following nodes:
*
Bone_spine01
* HipsControl
and
link them to this new point
object.
If you move this COM, you'll
notice the whole character moves,
but the arms and legs. This
is good, because it allows us
to have the hands and feet locked
to the world, which is what
we usually want. However, it
makes posing the character and
moving it to different parts
in the scene a bit cumbersome.
We'll add another object to
help us do this.
Fig
24. COM
Create
another circle primitive, and
align it to the COM in both
position and orientation. If
it ends up oriented in the wrong
way (left to right instead of
top to bottom), go into sub-object
mode, select the spline, and
rotate it. Now, move it to the
bottom of the character, where
its feet are. Scale it (in sub-object
mode) so you can see it and
select it easily. Now, select
the following nodes:
*
COM
* Both ArmControlxx nodes
* Both LegControlxx nodes
and
link them to this object. Name
this circle "Character" or whatever
name you deem proper for this
guys. If you move it, the WHOLE
character should move. This
way, you can move this character
through the scene or make him
jump or fly easily.
Fig
25. Character helper
3DTotal
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And
there it is... the finished
rig...
And
that's it. You're ready to get
started animating him. Try doing
some movements with this rig,
like walking, falling, carrying
stuff, weaving, jumping, etc.
See how hard or easy it is,
and make notes on where the
rig falls short. THINK of ways
to improve it. Try them out.
See what works and what doesn't.
Think of more stuff you'd like
this rig to support. THINK of
how you'd get it to support
them. This is what a character
TD does. Keep playing with the
ideas exposed here, since they're
the basis for EVERYTHING else
you'll do to customize and improve
rigs. The most important part
of rigging anything is to know
where in the hierarchy should
objects be places. It's also
the trickiest. Try placing objects
in different parts of the hierarchy,
and see what happens. Chances
are you'll find new behaviours,
or that you'll break the rig.
But that's no problem. Breaking
stuff is the best way to learn
(don't tell your ma I said this,
please), so don't be afraid
to experiment. SAVE OFTEN, though...
especially when playing with
new possibilities. And once
you feel comfortable, move over
to the other tuts where I touch
on some more advanced stuff.
I hope you found all this useful
and inspiring. Just remember...
it's YOUR responsability to
take it to the next level. And
remember... any questions/suggestions/donations
(yeah, right....) throw 'em this way...'till nex time!!