Friday, April 16, 2010

5 More Do's of 3D Rigging

1. KEEP IT SIMPLE - There is little need to create any fancy rigs if all that functionality would not be required.
For example, if you enable your rig to stretch infinitely that might show off your rigging capability, but if the animation doesn't require for such a stretching ability then the rig has no purpose and is rather a waste of time. So keep it simple so your rigs can perform like they should.

2. LESS AUTOMATION - Alright now, automatic rigs are cool! But they also limit the animator from achieving certain poses with the rig. Automation should be limited to only those areas that you know the animator would not like to go in and pose.

3. STACK IT - Make a group for everything. Arrange and order them so that anyone who works with the file in the pipeline can immediately understand what they are looking at. So the controls would have a group for them, the joints would have a separate group, another one for the IK handles and so on. Having a clean hierarchy also mean it easier to go back in later and make some edits if required.

4. CONTROLS - Make sure the size and shape of the controls of your rig are appropriate. They should be neither too small nor too big. The controllers should be easily selectable for the animators and should be distinctive in shape for the animators to understand what they correspond to.
So, for example, the shoulder control and clavicle control are place almost in the same region. But by making controls for both the shoulder and the clavicle distinct from each other in shape and size, makes it easier for the animator to select and use them.

5. LOCK & HIDE - This means to clean up the channel box. You would not want the animators to accidentally move around something that would cause the rig to function improperly. So lock and hide the attributes in the channel box that animator should not be manipulating.
For example, if a controller is to be manipulated by translation only then the rotation channels must be locked and hidden since they would not be of any use. Similarly most controllers or objects in a rig would not require scaling which can also be locked and hidden to make the channel box more clean for the animators to use.

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