Master Of Animation, Games & Interactivity
Master Of Animation, Games & Interactivity

Intention

So originally for my folio 1 I wanted to create a character rig and make a few time lapse video just show casing my process when modelling the characters, I originally wanted to make some video tutorials videos, but I just felt I was juggling too much and wanted to focus

The intention for this assignment is to build the rest of the skeleton and have it skinned and animated by the end of folio 2.

CONTEXT

I’ve had to change a lot of the rig differently than before because of lack knowledge around the internet, I’m trying to keep the robot arm and I still want to try to create ribbon system for it so it can stretch in mechanical way, so I need to change how the joints for arm are set up

While reflecting on the internship took a lot of my interest of my rigging which caused me to stagnate my process

There is a lot industry work I’m inspired by, but I find it difficult for me utilise some these systems into my own rig, tutorials I view don’t always help me try to make best or optimised rig,

I’m a little worried that rig won’t show the potential of the work and I feel trapped by the tutorials that I watch.

I’m probably going to have to scrapped the robot arm as well, in terms of the stretch and ribbon controls I wanted to implement, just so I have time to do the facial rig and animation I have planned.

Tools

Autodesk maya

Adobe Premiere Pro for

Microsoft Word documenting my thoughts and progress and writing my reflection video script

Microsoft PowerPoint will be used to showcase my weekly progress for assignment 2 folio 2

Schedule

Week 7

Finishing the IK FK arms and legs, adding spline Ik to both spine and neck adding clavicle joints

Week 8

Beginning drafting my reflection video. Narrating my interest in rigging and narrative of the characters back story and how it echoes my interests in animation my motivation etc

Creating ribbon controls and stretch joints for the right arm allowing it to stretch and create dynamic

Week 9

Skinning the characters mesh with skeleton

Testing the characters skin weights

Week 10

Creating facial rig  

Week 11

Finalizing the rig, blocking out a sequence for animation with the rig

Week 12

Polishing the animation

Week 13

presentation

About This Work

By Steven Smith
Email Steven Smith
Published On: 28/09/2020