We started with a default character model and added a bone structure to it in the same method we had been taught.
We used vector objects and IK solvers to control the influence of the bones so that we wouldn't have to manually key frame every bone position to make an animation.
This allowed us to set limits and make it so that bones followed certain rules.
Here is a short video showing what I ended up with.
This lesson will help me in future when I come to rigging my own character, making it easier to animate and limit the bones.
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