Saturday, 21 April 2012

Hard at work with these arms, The final product ik Fk Blending arms. The arms I have created can blend and switch between ik and Fk, whilst in one mode the other is hidden so the animator never accidentally    selects the wrong kinetic movement. 

the ik change also has an anti flipping elbow so that when the animator moves the hand he never has to worry about the elbow flipping or rotating the wrong way.

Some hard work here but it was fun, now onto the legs.







Finished arms and hands all with controllers and anti flip ik joints, lot of constraints and parenting in the hyergraphs.


Saturday, 7 April 2012

Been working on the spine this week, basically laid out some markers as before, then created a multi bone spine, which is led buy a spline cure bound to another set of bones. 

The skin follows the hundred bones but the animator only has to use three, which means easy animating and more fluid movement and deformations in the spine.


All orientations must be correct for this to work.

The spline curve bound to another set of bones, this means moving the 3 large simple bones moves the hundred small bones, but the smaller bones move with a smoother curve.