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Showing posts from January, 2019

Advanced Mechanics in CG Animation

This is a really sorta late post on my running woman so I'm just going to post what I have

Quad Rig for a Dog

I have created the skeleton rig for the Dog Quad which just gives me the base for what I need. I have created the fk in the front leg for the second video. I created the FK in the leg for the hind leg in this video this was me after using the connection editor to create a swivel in the foot this allowed me to let the spine move as a whole with the shoulder and legs with cluster control This was using the node editor to create the multiply and divide function to plug into the curve of the IK in the spine This is after creating an FK and IK in the tail I started scaling the body which was annoying because you had to deal with a lot of hierarchy when grouping the root and whatnot This video is the final product after smooth binding and refining with the paint tool to make sure it wasn't too awkward when moving around.

Stretching the cartoon character

I have stretched and created the nurb in the first leg and will go onto the second leg; there is no cause for alarm yet :-*, but it may also just be a computer thing. The file said "File contains unknown nodes or data. To preserve this information, the current file type cannot be changed." This could just be what it is, however idk so lmk. I have continued to the stretching of the spine in that happens in the second video and have put the stretch in the second leg as well as the first and I was able to change the mb to an ma file thanks Jeff. This where I finished the second chapter and ended on the second video of the 3rd video this is also where I create a fk and an ik handle. showing off how to use the shape editor and its uses on how to make to facial expressions. This video shows me taking the skin of the model; and learning how to tug at it by point constrain  and a locator.  had to pull up the exercise file because I had wit