In this playblast is the finished villain model (minus textures). This is just a test to see if the basic rigging controls are in the exact same place as the original villain char I have been working with. If the modeller put the controls for the feet,hands or head etc in the wrong place, even by a small amount, the animation wont sinc up when I reference in the new char into the scenes. So this is a very basic test to check that the controls are in the right order. So to do that I opened up a finished scene that had the villain in and I referenced in the new char to see if the animation looked the same.
The reason why the model/mesh looks so deformed is because this model is in the early stages of rigging and hasn't been paint weighted yet. When that happens the modeller 'paints' on the model how much influence each part of the skeleton (rig) has on each of the controls. Without that the model will be mishapen and when moving individual controls such as the fingers..without paint weighting one control could move all the fingers in the surrounding area.
below is the previous finished scene 7 with the old char fully rigged and paint weighted.
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