Thursday, 16 October 2014

3D Rigging Systems Wk4&5: Rigging with orient constraints and controllers

When rigging the car we were to make use of constraints and controllers to create moving parts, this was a relatively simple process that involved knowledge and manipulation of groups in the outliner as well as positioning of pivot points.

Below is an example of rigging the car bonnet, it involved creating a Bonnet Control group which housed the mesh of the bonnet, the nurbs curve controller as well as the constraint between the two. The controller was created using the EP Curve tool in maya and applying an animation deformer to create a curved arrow shape indication the intended motion of the part.


After this the pivot point of the group containing the mesh was placed at the tip of the car as this was where the bonnet rotates on the real life car. Next the controller was placed in an appropriate location and an orient cconstraintcreated between the group and the controller.


Other part of the care were rigged using the method, such as the doors, steering, wheel turning and the boot.


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