August 28, 2018

Beginning of paddle making

Since weight painting was almost finished I started paddle making. It should be made so that there is no contradiction in the contrast in size with the character according to the actual size. Of course I would like to make a storm paddle. However, it may be unsuitable for explanation in general training. So, I will make a paddle as normal size. In short, it is important that the explanation in training is simple always. Even just a storm roll is complicated.

August 13, 2018

Weight Painting

Today, I started weight painting of "head" and "neck". That is the task of setting the degree of influence of the bone on the mesh. The intensity of the influence goes from blue to red (blue → green → red). Blue has low influence and red is strong. The following images confirms the movement of "eyeball controller", "head", "neck" and "jaw".




 Weight painting around the shoulder will be done tomorrow. It is a bit difficult to include the shoulder blades.


August 12, 2018

Constraints for the eyeballs control

I control the animation of the eyeball using some "Constraints".

・Fix the eyeballs to "Empty" with "Copy_Location". ("Empty" is set as a child of "Bone_Head")

・Create a controller for the eyeball and use "Damped_Track" so that the eyeballs always faces the controller.

・The controller has a structure that can control the left and right eyeball separately.

August 9, 2018

Inverse Kinematics

"Inverse Kinematicks" was installed on the forearm part.
There are two main ways to pose a chain of bones:
"Forward Kinematics" (FK) is the normal way of manipulating a bone chain, based on parent-child relationships. You need to rotate each bone individually.
Inverse Kinematics (IK) is another way, where the movement of the chain is determined by a "target" bone (and optionally a "pole target" bone) instead of the normal parent-child relationships. Basically you position the end of the chain, and the IK solver calculates what the rest of the bones need to do in order to make that happen.

In addition, "hand" has many joints in such a narrow area. That is exactly "complex" itself. In other words, in order to improve the efficiency of animation, I need to rationally use "constraint" and "expression".

August 7, 2018

Rigging

I have started rigging. Some bones were installed today and will be set "constraints" to them tomorrow. This process is important. In other words, the setting here affects the efficiency of future work. A life will live in him in a few days.