Every one of these rigs includes a world control, represented by the yellow curve placed around their feet.
Sunday, December 13, 2015
World Control
The world control is a control that can move the entire rig without affecting any of the attributes of the other controls and joints/objects. This control is essential for every rig because an animator will almost always have to position or re position a rig to fit along with the scene or action it is being placed into.

Every one of these rigs includes a world control, represented by the yellow curve placed around their feet.
Every one of these rigs includes a world control, represented by the yellow curve placed around their feet.
Root COntrol
Root Control
The root control allows the animator to move the root or center of gravity of the character or rig all at once. This is especially helpful during animating as i have experienced my self, it can help speed up the process of transitioning the rig from one position to the next without having to move every specific detail at once.

In this case for a human, the root or center of gravity is the hips, so the root control moves the hips and allong with it has some influence on the legs, bending to where the hips are positioned.
The root control allows the animator to move the root or center of gravity of the character or rig all at once. This is especially helpful during animating as i have experienced my self, it can help speed up the process of transitioning the rig from one position to the next without having to move every specific detail at once.

In this case for a human, the root or center of gravity is the hips, so the root control moves the hips and allong with it has some influence on the legs, bending to where the hips are positioned.
SDK's (Set Driven KeyFrames)
SDK's work in a way so you do not have to grab or move any control at all. By setting an SDK, you could for example curl a finger or thumb fully or extend it to its maximum length. You could even grab multiple SDK's at once and create a fist by scrolling on the attributes. SDK's can actually be used for anything really, to get it from point A to B or to push the limits on an objects form.


Saturday, December 12, 2015
Skinning
Skinning
Skinning is the act of painting skin weights upon your geometry. This painting allows you to adjust how the geometry of the joint or limb being moved forms and molds to the change in positioning, For example if an arm was to bend its elbow, you could round out and fully form the elbow bone to not fold over itself.
Skinning is the act of painting skin weights upon your geometry. This painting allows you to adjust how the geometry of the joint or limb being moved forms and molds to the change in positioning, For example if an arm was to bend its elbow, you could round out and fully form the elbow bone to not fold over itself.
FK/IK Switch
FK/IK Switch
The FK/IK Switch is a switch made with Set Driven Keyframes that allow you to switch between each set of controls, This is possible by having three different chains of joints, an FK, an IK, and a SW chain that switches between both of them.

IK Controls
IK Controls
IK controls are controls that can articulate an entire limb or group of details at the same time by only using one individual control. IK controls are only used usually when the joints or parts are connected, for example a spine, limb, or tail.
IK controls are controls that can articulate an entire limb or group of details at the same time by only using one individual control. IK controls are only used usually when the joints or parts are connected, for example a spine, limb, or tail.
FK Controls
FK Controls
FK controls are in almost everycase, the essential controls for any rig. FK controls allow you to move and control every individual limb, body part, and moveable piece on the rig. Creating controls in this way allows for you to pose and articulate every aspect of the character/object in the exact position desired.
FK controls are in almost everycase, the essential controls for any rig. FK controls allow you to move and control every individual limb, body part, and moveable piece on the rig. Creating controls in this way allows for you to pose and articulate every aspect of the character/object in the exact position desired.
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