For this sprint I worked on just the money case rig. The money case rig is built to be simple and rigid. It is fully FK functionality.
Completed Money Case Rig
To start I simply placed my joints in the geometry in the areas that need to bend and move.
Money Case Joint Placement
I also organized my hierarchy with a naming convention.
Hierarchy Naming Convention
From here I used my controller generator tool and created some controllers for my rig. I also colored and shaped the controllers around my geometry. I also added constraints from my controllers to the joints for simple functionality.
Using Controller Generator Tool to Create Controllers
Then I worked with skinning. I added a geodesic voxel bind method and began to see how the rig moves and what needed to be adjusted. After skinning I ultimately added some more joints and a few more controllers to get the movement I was looking for.
Skinning the Money Case
Once I skinned the geometry to the joints I went through each controller and locked and hid the transforms and scale.
Money Case Lock and Hide
Unexpected Broken Money Case Rig in UE4
To troubleshoot the problem I went back into Maya to search for the problem. After opening Maya to my money case file it crashed and corrupted my rigging scene. I did get my scene to open but I found a broken rig with all of the controllers locked. To get the controllers to work I had to unlock all controllers.
GIf of Broken Money Case Rig
I decided it was best to start with a clean file so I went back into a previous save I had worked on and went through and began to check for what could have caused the error in unreal engine. I checked the geometry and cleaned it out of any values it had in the transforms and scale. I found that a few of the pieces still had values and history. I then checked each joint and re-skinned the geometry.
Completed Money Case Rig
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