
It made sense to place the character in it's correct location where it would appear for the entire animation. Placing it amongst the crops that I had already created made my character come to life, and I can now vision how the final animation will look.
Having had endless problems with rigging the leg mesh to the bones, I was hoping that the arms would be slightly easier. This was not the case. The first thing that I noticed with the arm bones was that when I moved them, they grew in length, to the point where when they were vertical to his body, they touched the floor. Having spent a couple of hours trying to overcome this, I decided to delete the current bones and create new ones. I then attached them to the previous bones and linke them in the correct fashion. Fortunately, they now work as I had hoped. Yet again, I had endless problems with the envelopes on the bones, and it took a long time to select the relevant vertices and ensure that they are highlighted in the relevant colour so that the mesh picks them up correctly. After a very long time, the arms finally moved as I required. However, there were some unacceptable creases on the arm mesh that I needed to sort out. Even though there are still some creases in the mesh, these look realistic as with any clothing a character will have some creases. Below shows how the character now looks:

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