We are at the stage where we are near hitting (or attained) MVP for the Game Project Module, and one of the things that's needed right now is movement for the character. I figured this would be a great oppurtunity to practice what I have learned as well as write about it. So I had to rig, skin and now in the process of animating the main character.
| Early screenshot of the rig of the playable character |
The image above (as the caption states) an early screenshot of the rig. It's a four armed character will soon have movement animations complete with the animations for it's attacks. There are some bits I remembered well, and there were other bits that I learned when making this rig - which will come in handy for my final product for the dissertation. The next few blog posts will be dedicated to the stuff that I had done to get the rig sorted, a few problems that arouse from it and the current progress on the animation.
First thing I want to talk about is in red, blue and yellow. They are known as Controls, and they make it much more easier to animate your character without having to click on the joint on the model - effectively making it much more safer and lessens the risk of destroying your mesh accidentally while animating. Red represents the controls on the right side of the body, blue is for left (Both of which are capable of creating between IK and FK) and the yellow is for the body - so the hips, abs, chest and head as well as shoulders.
I will go into more detail about everything I did for the rig in the next few posts, but this was just to share with what's been going on over the past few weeks. By some point next week I have started the storyboard for animating - I am also aware that I am behind in my timeline so I will work around this.