Tuesday, June 2, 2009

Ibuki WIP, update 5

I've begun learning how to rig in Maya. maya's joint system seems to be a bit more flexible than XSI's bones while setting up constraints in Maya is...different. I have fixed the orientation of all my joints, making sure their axis' are facing the correct way so things do go snakey with additive rotation. I've got the IK set up on both the legs and arms, the feet/leg IK have successfully been constrained, everything's been appropriately named and labeled so the initial weighting will work out well, the COG and upper torso have both been constrained to allow for independent upper body movement. All I have left are the hands IK constraints and some curve constraints for the ponytails. Then weight painting fun times can begin.



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