I did this quadruped rig as a freelancer for Mondo Studios. The cat uses IK for the legs and a spline IK for the spine. Achieving the feline’s seated position required both careful weighting and some corrective blendshapes around the hindquarters.
This was an animated short I contributed to as a freelancer in 2007; and after an almost 2-year hiatus, wrapped up in late-2009. The two characters were modeled by Shon Mitchell, and animations were done by our client, Jonali Bhattacharyya. This was a fun project that involved rigging two bipeds with the added twist of making them capable of wielding chopsticks. Jonali was really great to work with, and communicated her needs well. I’ll go into some detail about the Maya rigs created and the accompanying MEL tools used by the animator.
Here we are, part three, and progress is looking good. For this post, I’ll describe some of the processes I’m using to set up the spine and tail’s behavior. Read on!
A bat rig I did at Massive Black for use in an animation lecture. The bat features IK/FK switching on the arms and legs and some extra layers of control to deal with gimbal locking. The wings were quite fun to skin in a masochistic sort of way. The bat was modeled by Shon Mitchell and animated by Chris Hatala.
UPDATE: here’s the flight cycle, animation by Chris Hatala.
For this part, I’ll go into my detail on my initial rig for the Scorpion’s head, which compose of the mandibles, face, and the wicked tubing and pistons attached to the skull. I decided to tackle this part of the character early since it’s likely the most complicated part of the overall rig, in terms of joint setup.
I thought it be interesting to document my rigging process from start to finish using a fairly challenging model. I’m not going to push this series of tutorials as an “ideal” way to rig such a machination, but it will show one approach. I’m going to rig a scorpion model I came across in the forums of CGTalk (original post here). The artist, Nicholas Silveira, modeled and rigged the creature and was nice enough to share the bare model to give anyone else the oppurtunity to rig his creation.
The Weight Tool is a Python script designed to make your skinning life easier. It streamlines the process of manpulating skin weights on the vertex level with a neat UI. I came up with the idea of making this tool after skinning some rigs in 3dsMax. The result is a script that works very similar to 3dsMax’s built-in Weight Tool, but in Maya now!
Like any python script, this will only work in Maya 8.5 or later regardless of OS (tested only on Windows). To use the script in Maya, simply copy all the scripts from the archive into your PYTHONPATH. Once copied, restart Maya and type “import WeightToolInterface” in the python command line. To start using the tool after importing, type “WeightToolInterface.draw()” in the same commandline/scriptEditor.
*Note that you can find your PYTHONPATH by opening your Maya.env file with a text editor (usu. located in …/My Documents/maya/versionNo/Maya.env). If PYTHONPATH is defined, simply copy the scripts and continue from there.If PYTHONPATH is NOT defined, type in the Maya.env, “PYTHONPATH=C:/your/script/path/here”, replacing C:/your/script/path/here with a real system path you wish to install Python scripts to. When editing Maya.env, be sure to restart Maya to apply any changes.
Feel free to post any feedback!
Been hiding for a few months, but I’m starting to roll out some new stuff. Check out this trailer for the upcoming Dead to Rights: Retribution. It features a few characters I helped skin for Volatile, notably the female in the diner and some of the baddies that get their arses handed to them. I wish I got to help out with the dog, Shadow. The game is looking really awesome and looks like people are getting excited!
The Saboteur was a pleasant sleeper hit that came out this past holiday season. I helped rigged the main character, Sean Devlinn, using Softimage|XSI. This was the first serious project I’ve done in XSI, and I struggled with some of the quirks. In the end, it turned out great and its the first protagonist I’ve had the opportunity to work on in a game.
Just got word that I got credited as a Rigger for Vicious Cycle’s latest game, Eat Lead. I skinned some of the enemy characters for the game, using 3ds Max. Massive Black also did some of the other NPC models and textures.
Big shout out to Vicous Cycle for this project; it has a nice charm to it. I recommend everyone to check it out