Rigging a Scorpion Mech: Part Seven, Arms, Claws and Cleanup

screenshotFor this part I’ll go into some detail about the setup on the arms and claws asĀ  well as touch on a few other things as I prime this character for his first round of animation testing. More after the jump!

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Rigging a Scorpion Mech: Part Four, Progress on Proxy Model

Reduced model to about 12k polys. The original model is about 330k.

Positing a minor update. With the rig completed for the spine and tail, today I mostly focused on creating a proxy mesh for the newly rigged areas. A handy tool I like to use when building proxy models is zooSurgeon. This neat script takes a skinned mesh, breaks it down to solid segments, and constrains the segments to influencing joints. I incorporate this script in my workflow by first skinning the reduced mesh using solid weights (one joint per vertex), and then running the script to get my true proxy. For me, this is efficient because I can preview the behavior of the proxy prior to breaking down the model.

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Rigging a Scorpion Mech: Part One, Prepping the Model



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.

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