Wednesday 28 August 2013

Maya Rigging Bones and IK solvers

So I wasn't too happy with the work flow for rigging this tentacle and I'm certainly not happy about posing them using Zbrush.  I just don't seem to get on with the bones and tools to get a nice result.  I resorted to learning more new things in Maya.  I did rigging years ago at Uni so remembered the concept and thankfully most of the terminology.  The following is a a set of bone bound to a predefined curve with an IK solver then skinned to the low res geometry exported from Zbrush.  I can then GoZ that back onto various different tools in Zbrush to create my different models to print.


Cant help but think now that this is possible I could have made it all as one object.  watch this space I might Dynamesh the sculpts and put it all together... scratch that I'll finish what I started first and then try something new! :)

1 comment:

krakatoa said...

Very impressive, even if I don't understand most of the techy speak.