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5.1 FMP

Week02 – Speeding Up Character Animation with Early Rigging

For our second week in the 3D animation project, we focused on saving time for character animation. Our team quickly sculpted a basic model for me to start rigging. This isn’t our final model, but it’s good enough for a basic rig and some motion tests. I used the Advanced Skeleton plugin in Maya for the rigging. This plugin is a real time-saver, making it easier to set up a simple rig.

We know this is just a basic model without any clothes, just a bare one. So, when I was rigging, I made sure to leave space for the necessary joints. This allows me to work on the movements first, and then I can transfer these movements to our final model using the Studio Library. It’s a neat way to move the animations I create onto the final character.

Also, I rigged this version using references. This way, when we get the final model, I can swap it out accurately. All I’ll need to do is adjust the bone hierarchy, the number, and position of the bones, and then match everything up for the final rig. This method will help us finish a complete character rig more quickly.

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