My favorite specialization in the CG world is rigging. Watching the characters come to life when you create digital bones and joints, attaching a controller, and then creating the skin deformations. From there you get to see the animators do what they do best, create the acting of the characters. I was challenged with creating a rig for a character that has more than four legs and I chose to do a Tarantula! I am not responsible for creating the model, I found the model on sketchfab!
· To start the rigging process I placed my joints in the model and then from there I began to build and think about the functionality. The torso on the tarantula is made up of a simple FK chain that has a clean hierarchy that allows it to move smoothly. The animator should be able to manipulate the torso by translation, rotation and scale. The orientation of the joints for the torso is ZYX
From there I had to think about the hips and the tail(abdomen). Because I wanted to create a game rig, I needed to connect the root joint but still have the ability for the animator to move the abdomen. To created this, I have two joints right on top of one another with the hip joint (the one that controls the abdomen) parented under the joint the root is connected to. I also began to think about the orientation of the joints. The above image is before I changed the abdomen to XYZ.
Next, I worked on the Spinnerets and the fangs. I created these to be simple FK chains that allow the animator to translate, rotate, and scale them. In order for them to move I had to parent them under the joint in the parent chain that was closest to them.