When I started my first rig I was still in College, it was so awesome. Back then I did'nt fully realized how much an animator relied on the riggs.
Fast Flash Forward and now I am seeing rigging again as a need to know skill before I can dream of animating anything.
Since 2014 or something I started to take my journey more serious. I could only talk about 3D and nothing else. This magazine has helped me so much throughout the years so big shout out!
Where to Start
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Since I could rig this fish I also did something for an old colleague of mine. A Carp selection, you can check that out under Substance Painter Posts.
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When I picked my rigging journey up again I started with the hardest part. The Face Rig!
It didnt take me long to kinda figure out it was way too early to start rigging the face, however I did practise skinning with just a few bones here and there.
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The model I used is for educational purpose only and was captured from a actress. But the head was not staight but a little rotated towards one direction.
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AT-ST Walker Rigging
I don't know who the artist was that made the model, but thank you very much for putting it online.
Who doesn't like Star Wars, I was busy learning to rig in 3ds Max and I needed a nice model to try out Mechanical rigging. This was what came out.
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Since I didn't know how to animate a character yet, I used a CAT object to make the character run. But the walker was fun to rig and funny to play with.
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Afterwards however, I found out that the walker I had animated duh... I didn't use reference, just based on what I thought the weight was. But I did follow the rules of Erik-Jan de Boer. The monsters are faster in the movies.
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Drone Workshop for 2nd year College
In meantime I have done a 2 day workshop in creating a drone. First day was for modeling and and Second day was for animating.
This was used for the course material. A drone that I had modeled the the week before, simple rig and could even extend with extra parts. But for this animation I decided it was best for the class just to keep it simple.
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3D Print Prepping
It was very helpful that a friend of mine has a 3D printer and asked me to help him with changing the pose of his 3d model. So because of that I got to practise my rigging and skinning again.
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At first when I received the Reference image of the model I thought it would be quite some work, but then he sent me the initial model and I felt relieved since it was smooth.
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After rigging and skinning the model I sent it to my friend, who gave me one revision cause of a faulty mesh. Probably had some open faces somewhere, so I cleaned it up and sent it off again.
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After printing the friend was happy and could finetune his 3d printer settings to be ready for similar or increased detailed models.
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Thoughts: This was a very nice exercise before I jump back into learning about Rigging again.
Human Rig
Back to the course I was following for human rigging IK/FK which stands for Inverse Kinematics and Forward Kinematics.
It is the way you can move your skeleton rig in positions and constraints.
Really looking great, the rig worked out amazingly!
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At this point it would be nice if I focussed on an own character creation.
Rigging Maya
Now that I have some fundamental understanding of rigging including some exercise I wanted to create a rig for the human body.
Model and reference provided by Samuel Solla to practise.
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The end-result would become the same pose as the reference as you can see here.
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After being provided a model and a reference I started buidling the rig.
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It is important to mimic the rotations of the humand anatomy and it was quite a journey to get it working.
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So the model was created with marvelous designer and was not retopologized so the skinning as you see in the above GIF. Ofcourse I could work for hours on the skinning but the practise was just to get a head start in rigging.
And hey, at least I got the rig right! Look at those fingers!
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Even with the skinning pretty bad it does look awesome. The reason why it is'nt done perfect is because i did'nt rig the accessoires.
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I definitely learned a lot here.
To Be Continued...