Rigging Revised : The Rabbit

Having completed the project, I can now reflect on the Rabbits Rig, what I learned, achieved and would improve if I were to create it again today.

Initially the Rig had alot of problems, and some of them still persist at completion.

Primarily the Rabbit can’t stand up on it’s hind legs without some major deformation issues – however research showed that the only solution to this was to have two seperate rabbit models and rigs, one built for bipedal motion and another for quadrupedal.

Seeing as the rabbit had only two scenes where he needed to stand up, this felt like an excessive diversion at the time.

Paint Weights and IK issues also appeared prevalent, and fortunately Alec was able to help correct many of those, which I could then apply to the Fat Rabbit in turn.

intherain

One of the interesting parts and adjustments made to the rabbits Rig was the functionality for chest and joint swell, which was useful for shots like the one above, where his head had to crane back and lift, which would normally cause excessive deformation and texture drag.

This was fixed with a combination of a driven joint and a blendshape that would pull in parts of the lower belly and push out the neck and chest to make it look like his body was correctly shaped from odd angles.

Constructing the Fat Rabbit rig mostly involved the transferring of attributes between the Main Character Rabbit and the Additional Rabbits.

This was fairly simply done after uncovering a couple helpful tutorials.

Transferring UV’s made painting the skin weights much easier, and meant that we could also transfer the skin weights on the Rabbit itself to it’s chubby sibling, making cleanup more effiecent.

This video was less useful but clued me on to the actual transfer of the rig to a new model and came in useful when I would add a feature to one rabbit that I wanted to replicate on the other, saving a lot of set up time and leaving only the bug fixing to do.

https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-CharacterAnimation/files/GUID-B8755F24-7C24-4066-B6F8-2DE6954DC2BF-htm.html

Autodesks own tutorial on Corrective Blendshapes was more than sufficient for the small amount we needed to do. Mostly consisting of wrist and belly inflation to compensate for the stretch and allowing the rabbit to move with a bit more weight.

 

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s