Tuesday, 12 January 2016

January 12 2015

Today, I continued with rigging. I thought I was done with creating bones, but I was not. It turns out that I need to so I can simplify the rig controls.
You can see plenty of new bones. They all contribute to the legs movement. The yellow bone there, contains an Inverse Kinematics modifier. It basically means it determines joint parameters that provide a position for the bone itself. 

The foot IK is a second bone over top the original foot bone, it is the first green bone connected to the yellow. So now when I move that bone, it moves the legs while bending the knees, basically making it easy to animate. Then there is a bone for Toe Rolling, and Heel Rolling. Then the two colorless bones in a right angle, is the Foot Roll Control, and Foot Position Control. Unfortunately, I have some sort of bug or something that makes it so I can't use it on this computer. I have considered re-installing blender to see if that helps, but haven't brought myself to do it yet. But I should probably do it soon so I can actually animate the character. 
Tomorrow, I will do this again, but the equivalent version for the hands. 

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