Body Rigging
When learning about animation we also had to learn some basic
rigging of body’s because without rigging the animation would not be possible,
for the very basic rig we simply looked at a normal joint with an Ik solver
which I’ll get into shortly, this would give us everything we would need to
make rigs of our own for virtually anything. To begin with we started with a
cylinder which need segments running don its length because without this then
the rig wouldn’t have geometry to manipulate. Once this was done I simply made
the mesh untouchable in the layer tab so I wouldn’t accidentally move it.
Once this was done I simply went to the joint tool in the animation
tab and then selected one end of the cylinder right in the middle and then
placed a second directly in the middle of the cylinder and the final point on
the opposite side from the original joint these are basically used as our bones
for the make shift arm.
From here we simply selected both the bones and the cylinder and
hit the button bind skin. This will make the movement of the bones affect the
cylinder now like a regular arm, now to make this fully like a regular we need
to make it so it unable to stretch and will maintain the same distance from
wrist to shoulder with an elbow bend this is simply done with an ik solver
which is essentially like ligament joining two bones together to do this press
the ik solver tool again in animation and the press one the first bone we
created and the second bone we created to and this will add the ligament.
This should complete a very basic arm rig but this can be
used to rig almost everything
Here is the video on how to do it
https://www.youtube.com/watch?v=ghuD5Po6BS4
I thought this was a good way to rig even though I had never
done it before simply because it was accessible and easy to understand for
first time users and it makes life easier when you think of all these tools as
bones and ligaments.
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