Jeetman Posted December 18, 2007 Share Posted December 18, 2007 Hi all, I needed a slight break from TWO and my brother his son and I are finally trying to create our own first "very" short animation. For them it's to introduce them to A:M (I talked my brother to buy A:M about 5-6 months ago). For me, I'm finally going to create an animation with the goal of making my props and main character model. I made it last night. It's an inch worm. I've never rigged anything like this and I'd appreciate any help in how I'd go about it. My nephew drew the rotoscope references and my brother tried to model it but he's not quite ready for faces yet so I did it. It's not great but it's a start. I can rig the head fine but it's the body and how to rig the inching movement I need help with. Any help would be greatly appreciated. I'll post a pic of the mesh tonight (try not to laugh ). George Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted December 18, 2007 Share Posted December 18, 2007 Hey George, post a picture, shaded wireframe would be the most helpful. Mike Fitz www.3dartz.com Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted December 18, 2007 Hash Fellow Share Posted December 18, 2007 I recall posting something like this once before but I can't find it now. It's like an IK leg turned flat on the ground... the back two hump bones are "aim"ed at the hump target like a knee. the front hump bone is IK chained to the head wormcrawl.mov you just need to animate the head and tail. the "humptarget" can be moved to finetune the lean of the hump if need be. wormrigging.prj of course more complex geometry may require more CP weighting or fan bones. Quote Link to comment Share on other sites More sharing options...
Jeetman Posted December 19, 2007 Author Share Posted December 19, 2007 I recall posting something like this once before but I can't find it now. It's like an IK leg turned flat on the ground... the back two hump bones are "aim"ed at the hump target like a knee. the front hump bone is IK chained to the head wormcrawl.mov you just need to animate the head and tail. the "humptarget" can be moved to finetune the lean of the hump if need be. wormrigging.prj of course more complex geometry may require more CP weighting or fan bones. This is awesome!!! I'll try this out now. Thanks Robert. Here's some pics of the model design. Quote Link to comment Share on other sites More sharing options...
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