Friday, May 23, 2014

Final character rigging project

Final Project - due week 11

Model or find a character that is over 20k triangles/10k quads.

The mesh should have good, descriptive quad topography.

Rig it. Each item below is worth a total of 10 possible points.

  • anatomically sensible skeleton (correct number and placement of joints)
  • excellent skin weighting 
  • consistent naming convention (ideally the one used in this class)
  • IK setup for the legs. Setup should include pole vector controllers and roll/etc set driven keys if needed.
  • curve controls for all FK joints that need direct control.
  • IK/FK switch for arms, using the method demonstrated in class.
  • finger control set up either via SDK, FK curve controls, or both. 
  • face rig with controls for eyes, lids, brows, mouth, jaw, etc.
  • IK-spline control with twist and roll built into the control
  • all "untouchables" locked (and hidden if necessary) 
  • all possible controls feature frozen transforms and/or zero-default attributes
These are worth 5 points each:

  • non-rendering polygon controls as a replacement for all or most curve controls
  • clothing items or accessories bound in an appropriate fashion
  • character set(s)