Rigging Revised : Snek’s and Ladders

As you can see this early snake rig was fairly basic, lacking alot of features and smoothness it needed. It was generally difficult to animate with and had many skin weighting issues.

To clean this up, I produced a couple different set ups, some that automated coiling for one scene, another that allowed each piece to be moved independently, and eventually combining these into a single Rig.

This was the Rig we’d eventually use, with all features combined – which you can see in action both in the final film and in this clip below.

The Rig had some issues, it’s bending wasn’t as smooth as I’d like, and it didn’t have as tight a coil as I’d have hoped for, but it functioned well in the situation.

The Rig suffered some weighting problems due to the thorns, which threw off the initial weight spread and had to be manually painted to the rig.

This didn’t prove to be an enormous issue – though I would like to have redesigned the rig to not include the thorns, though at this point, the blendshapes had been made and for the amount of impact it would have had – redoing them was not worth the effort.

This tutorial form the basis for the above Rig, although  the exact interpretation of this lead to some issues, namely that it couldn’t form the shapes we needed it  to – hence the more complex adaptation in  the film.

This Rig was the replicated version of the one above – I had simplified the body which meant it needed reskinning – however during testing, it didn’t move quite the way it would need to, so we decided to simply fix minor issues and adjust the original instead.

 

 Sketchfab Render of Bramblesnake

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