CAT rigging rules - Screw creating bones from scratch, and screw manipulating the Biped
I did make a rig with bones from scratch |
CAT rigging is the way to go! |
I have working low poly version which is rigged and moves in engine. Here it is greyed out so I can "re-fill" it with updated & detailed objects |
The way I am going to rig is by splitting my colossus into multiple objects/groups. These can then be assigned wholly to any bone in the rig - which is convenient as my model is "rigid" - each part will move separately and the joints are synthetic. I was hoping to add more parts (like vines) which can also be rigged as muscle/fat and should wobble if I get round to it. Anyhow, by splitting it into different object it means in a way the envelopes are massively simplified - If I only add a single bone to an object it will move fully attached to that bone.
Here I have my "parts" layer visible, with different types nested in folders within this |
Through polygroups in Zbrush you can split object and elements easily Here I only want to work on one or two of the ledges for example - I'd then use array in 3DS max to finalize. |
My plan for today is to get the links working for each object - making sure I have every object where I need it and a mirror in Zbrush to texture & tweak. I can carry on using my low poly mesh to create cut-scenes and animation in UDK, which I will spend tomorrow or another day on soon. I got the walk-cycle in UDK a while ago and need to learn more about triggering animations in Kismet.
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