Rigging And Animation








At the beginning of rigging character, I thought about several different ways to rig character. Because character are symmetrical, I chose to use advance skeleton, a very efficient rigging tool I learned in my sophomore year. The riggingg process this time has made a lot of progress compared with the rigging knowledge I learned before. At the initial stage of rigging the character, I did not properly regulate the orientation of the bones and the position of the bone points, so I reworked several times. However, after summarizing the experience, I became more standardized about the binding process. Before rigging the character’s body, I had a clear thinking process, such as rigging the character’s body first and then considering rigging the clothes to the skeleton of the body. Compared to the previous rigging of the entire character, this can avoid some mistakes about drawing the skin weight later, and I gained a lot of new knowledge in the rigging process.Whether the rigging process is standardized or not will greatly affect the effect of post-production animation, so I will choose to spend more time on the specification process, rather than quickly move to the next step.
Adding skin weights to the skin is a very time consuming process, in this step I had to make sure that all the weights were correct, because I found that many parts would affect each other during the drawing process, but I tried to animate without testing, which undoubtedly cost me double the time to re-check skin weights and re-animate. So after drawing the skin weights this time I will put the model in some strange positions so that I can clearly see if the weights are wrong.In general, in this part, I not only learned how to bind a role in a more standardized way, but also summarized many skills and experiences in the binding process, such as copying the skin weight of the body to the clothes and then modifying it will improve efficiency, instead of redrawing, and so on. I think the harvest is quite large
