• Fernanda

Character Rigging | Yori | Part V

I'd like to thank my friend and Character Artist, Miki Bishop, for letting me use this character for this series.


TWIST Setup (cont'd)

Right now, if the animator rotates the elbow joint through any means, the rest of the upper arm will gradually rotate less the farther the joint is from the elbow.

We made twist control curves, and right now they only affect the bind joints in the Y and Z axis. The X axis doesn't do anything!

You could leave this setup as it is, but we can take it up an extra notch; Let's give the animator control of the RotateX through the Twist control curves!

The node network shown in the beginning of the video adds the gradual rotation of the upperArm (controlled by the elbow) to the rotationX of the control. This is done using a "addDoubleLinear" node.

Here's an overview of the steps for this tutorial (you can find them time-stamped in the video description as well):

0:00 Node Network Explanation

01:37 Creating the same network for the rest of the joints

02:56 LowerArm (Sped up since it's the same thing we did for the upperArm)

08:14 Adding a visibility switch attribute to our existing Switch Control

I'm learning a lot about making tutorials. There are many things I want to improve and I appreciate the support and love I get whenever I release these, even if they're not the best tutorials in the world! I'm still getting the hang of explaining things in a succinct way and using better vocabulary (as you can probably tell, English is not my first language :P ). I'll also start taking my monitor size into account when recording so things can be read in my screen.

Thank you for reading and supporting my blog despite all the room for improvement!


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