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Uolter
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Post by Uolter »

Here's a character I'm working on. All comments are welcome!

http://www.youtube.com/watch?v=KhiHxNvIa_w
aleXean
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Post by aleXean »

oOo I really like how the legs were rigged on this character... any secret?
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Víctor Paredes
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Post by Víctor Paredes »

aleXean wrote:oOo I really like how the legs were rigged on this character... any secret?
Maybe hi is using Mandcon arm/leg rig. It's the best and simplest arm rigging I have seen so far is on. You can see it on this thread, there you will find this file.

Since I downloaded it I always use his technique.

Obviously the credits are for mandcon.
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Previously Rigged animation supervisor: My father's dragon, Wolfwalkers & Star Wars Visions "Screecher's Reach"
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Uolter
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Post by Uolter »

oOo I really like how the legs were rigged on this character... any secret?
well...no secrets, I am learning and this is how I supposed to work...what do you want to know exactly? Glad If could help :wink:
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Post by Víctor Paredes »

Nice test, by the way.
I like the rithm of the walk.
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Post by Uolter »

selgin wrote: Maybe hi is using Mandcon arm/leg rig.
I used a different rigging, but thank you for showing this, could be very useful. Here's how i worked:
The leg is on two layers. The upper leg ends with a circle shape and the lower is right-angled. The point of rotation is set on the centre of the circle. Then I used gradients and hide edge tool...that's all!
Last edited by Uolter on Fri Feb 26, 2010 2:47 am, edited 1 time in total.
Uolter
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Post by Uolter »

Thank you Selgin!

here's a screenshot of the setup:
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super8mm
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Post by super8mm »

Nice walk cycle.
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Post by aleXean »

I love Mandcon's rig, just couldn't tell if that was how his legs were rigged.
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Post by Uolter »

super8mm wrote:Nice walk cycle.
Thank you super8!
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AmigaMan
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Post by AmigaMan »

Great walk. I like the rotation you put on the upper body. Makes all the difference doesn't it :D
It also has some weight to it that a lot of animated walks don't.
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super8mm
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Post by super8mm »

AmigaMan wrote:Great walk. I like the rotation you put on the upper body. Makes all the difference doesn't it :D
It also has some weight to it that a lot of animated walks don't.
And yet all the rotation is are the arm's joints are displaced from front to back. You can't squash and stretch with AS but at least with the stretch part you got the weight.
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Post by AmigaMan »

And yet all the rotation is are the arm's joints are displaced from front to back. You can't squash and stretch with AS but at least with the stretch part you got the weight.
Yes, translating the arms makes it appear the chest is rotating??

What do you mean "you can't squash and stretch with AS"? Of course you can. You just scale the bone that has the body part bound to it you want to squash/stretch. I do it all the time.
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Post by Uolter »

Thanks Dale for the comment! Actually I squashed and stretched the entire figure a bit with the scale layer tool (holding alt) the only problem is that the megaphone squashed and stretched too...
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AmigaMan
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Post by AmigaMan »

I noticed you'd squashed the whole figure. You might be better just squashing (scaling) the character bones which will avoid the problem of the megaphone squashing.
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