Rigging Tips For Quadripeds

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Thrashador
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Rigging Tips For Quadripeds

Post by Thrashador »

Hey guys,
I've decided to embark upon the frightening task of creating a relatively realistic Doberman (dog) character, and I'm about done with the art, which means it's time to do the bones.

I looked at Selgin's webinars where he showed his bear character, and I wanted to see that file so that I could analyze he rigged his quadriped, but I couldn't find it. If anyone has a file of a rigged quadriped they'd be willing to share, or some tips for rigging one, that would be so awesome!

I'll be sure to share it when I've got it set up. :)

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Víctor Paredes
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Re: Rigging Tips For Quadripeds

Post by Víctor Paredes »

Hi, Thrashador
Here is the bear I used in that webinar:
https://dl.dropboxusercontent.com/u/54411/AS9/bear.anme
It's an old file anyway, and it could be rigged much better using smart bones and probably a better hierarchy. Now, for me, it's important to have the legs independent to the torso, so, if you rotate the torso bones, the legs won't move.

If you see the hierarchy in that file, there's a main bone (called "1") which controls the entire body. Each pair of legs, instead of being child of the belly and the torso bones, have it's own parent bones ("25" and "26"), which are children of the main bone.

Before the release of AS9.0, Smith Micro ask me to create some characters to show the power of AS rigs. Fluorfilms made the design of the characters and I rigged and animated them (included Jai and Chibi Jai, the startup files of ASpro and ASdebut). It was a lot of fun to create them, more if you consider I had access to the new smart bones at that time.

Image

One of that characters is this dog. If you are interested, you can get the entire pack of characters (robot, woman, zombie, octopus, etc) in this page:
http://anime.smithmicro.com/characterpack.html
The rig is similar to the bear, but using smart bones you have a lot more control, because you can define what happens with the points of the thighs when the belly or the torso rotates, even when they have no hierarchy relation.

Check this example:
Image
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