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Rigging: Implementation

  • Richard Stubbs
  • Nov 12, 2016
  • 1 min read

Now that all of the production rigs have been planned, and I had a clear idea on the requirements of each "character" it was time to start the rigging process!! Since I was the lead modeller on this project, I had the luxury of creating the models that would be rigged, because of this I made sure to keep in mind edge flow and maintain correct topology in order to generate the desired deformations. For the characters I began to use ribbon joints for the arms and legs of the main characters, this would allow the characters to squash their limbs for greater expression. An idea I wanted to use for the car rigs would be to use an idea from Chris Lesage, and modify his cylindrical foot rig, to create an area for the cars body to rotate on. After trying and testing this idea I found that it would not work, and decided on using separate channels to drive the left, right, front and back banking.


 
 
 

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