To finish off the right completely, adding colour to the controls will allow them to show better in the view port and show the parenting chain. starting with the COG control, the "enabling override" (in the attribute editor) is turned on and the main colour being used is a yellow shade. As everything is parented under the COG, all the controls turn yellow.
To sperate them, the override is turned on for all and colours are chosen depending on function.
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Colours added to Controls |
Following this, some restrictions are placed onto controls to stop overstretching. This was done using the minimum and maximum options in the controls attribute menu.
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Edit Attribute |
Some channels needs to be removed from the controls, this stops the rig being used wrong and breaking. Selecting the channel, it was made non-keyable and then locked/ hidden from the viewport. The scale channel is removed completely from all the controls as we have a overall world scale.
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Removed Channels - Pole Vectors |
For the Upper body, we add some restrictions. This is done in the "limit Information" section under the controls attributes, making sure the limits are checked on to take effect. These work by stopping movement beyond a certain point in 3D space. The arms needs to work within the limits of the post-space deformers.
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Limit Information |
For the visibility, a new overriding control is placed. Using a star Nurb and placing it in the back arrow of the "World Control", it is then renamed as "Ctrls_Visibility" A Enum attribute is added called Ctrls (this makes a pull down menu) and the options created as On and Off. This control will work with a set driven control, placing the control as the driver and all the other controls placed in the driven. Setting a neutral key with all the controls visible as on, the off key is set with all the controls off and all the other channels are removed from the new control. To finish the body rig, the visibility nurb is placed into the master group and coloured as grey.
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Controls Visability |
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