Miku rig demo part 2
Uploader Comments (gageX2z)
All Comments (19)
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@gageX2z @gageX2z okay, i made a quick playblast of my problem, sorry if its kinda fast but it shows the problem that i'm having. Oh and do you mean a walk cycle for this character or just in general? That would be really helpful, thank you =)
oh and btw: i know my walk cycle on the video REALLY sucks >.< im working on it =D
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@onebre kept it cleaner and alot more simple. It also allows you animate with both the FK and dynamic mode without worrying about the flips and strange Ik behavior as you get a brand new clean set of hair to play with depending on the hair system you want to use. I encourage you to play around with it and if you find a simpler more effective method to achive this effect please let me know. I've never seen a Dynamic/fk system before on a rig it just seemed like a useful idea.
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@onebre well, basically I tried that first for effeciency's sake, however, you get really wierd results. When you start playing with a single joint chain's influence weight it gives some strange flips and oftentimes breaks the Spline IK if you don't set it up just right. Most TD artists will fix alot of these type of errors with expressions or scripts but I didn't want to complicate this rig with scripts you had to run and load or other things that would bog ti down. 2 geometry sets kept
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@gageX2z Oh I see, so it's similar to an IK/FK switch. If that's the case why duplicate the geometry? Wouldn't it better to have the the geometry skinned to a Real joint chain, and have that change get it's information from a Dynamic chain and FK chain based on the switch?
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@onebre It's pretty simple actually. Start by duplicating the hair geometry and the bone chain driving it. Group them each, then make one set dynamic by creating a Dynamic curve and using that as the base for an IK spline. This creates dynamic joint movement. Then set up an FK system for the other set with nurb controls parent contrained to each joint. Then make a switch that keys the dynamic satus from dynamic to static and the visibility of each group.
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@gageX2z i personally interested in how you achieved the fk/dynamic hair rig
Okay so just change the lambert shader to surface shader and still add the same jpg. and psd files to it right?
And thank you but I'm having a little trouble with her. I'm trying to make her walk but when i position her back control and back2 control, key it and then make a new key and key it and play it back her body...breaks
I'm sorry if that sounds confusing but I was wondering you know what the problem could be?
shojoeve 3 weeks ago
@shojoeve I jsut tested the file. I anmated a small walk cycle in about 7 minutes. I played with all the spine controls specefically and I didn't get any breaks or malfunctions. Try making a video of your error for me so I cna see what your'e talking about. If you want make it so only I can see it if I have the link and then you can delete it once I solve the issue. If you'd like a walk cycle tutorial leme know.
gageX2z 3 weeks ago
again wow, thank you so much for uploading! no words to describe how helpful this video(and part 1) was. I hope to make a short animation using this character and upload it soon ^ ^
shojoeve 3 weeks ago
@shojoeve glad you appreciate my work. Good luck on your animation! Also if you're working with maya try usign surface shaders for the texture material instead of lamberts. this will give you a really nice toon shaded flat texture. The only issue is that your lights won't affect it but, it will be auto illuminated and it works well with her.
gageX2z 3 weeks ago