Bobby has a pretty advanced rig. His face is controlled by bones, which are actually drivers that control shape keys. He has IK/FK functionality for his whole body, and his tongue is controlled by bones outside of his head that can be scaled and moved about freely. In IK mode, his fingers are controlled by single bones that can be scaled to automatically curl them inward. Lastly, though this isn't really a rigging thing, his materials are set up so that he can be used with either the Blender internal renderer, or the Cycles renderer.
Here's a Cycles render of Bobby (slight post-work in Photoshop):
He's very happy to finally be out of that T pose! Here's what his finished rig looks like on the IK layer:
And here's what it looks like on the FK layer:
Here is a list of the tutorials I used. They're all very well done!
- Foot/Leg Rigging
- IK/FK Leg Rigging
- Spine Rigging
- Face Rigging
- IK/FK Arm Rigging
- Hand Rigging
- Alpha Mapping in Cycles
I'm really happy with Bobby! It took a week of day and night work to rig him, but it was worth it! Now to make more test poses/animations and do the final tweaks. I'm also going to make him a walk and run cycle, a lip sync animation, and probably a pantomime animation. I'll post those on here when they're done. When I'm done with everything and Bobby's completely production ready, I'll make him available on Turbosquid.
Until next time!
Aww, hello Bobby! ^_^
ReplyDeleteAmazing how so much time and effort goes behind the scenes to produce a single character render. Makes me dizzy to think how much more effort to animate and add other elements like additional characters and the environment.