Despite assuming the majority of my work had been completed for this module, the fact that Tim and i had accounted for three different body types in the game had been looming over us both, so given that we had both finished the animations for our characters, we decided to split the workload and get all three characters done. I would be creating the model and rig for the large character, as well as two of his animations; idle and running. Tim would be creating the rest. I went into this one feeling a lot more confident that I could do a really good job of it, i also hoped it would be easier to do as i had effectively done it before. I was also hoping that i may be able to avoid some of the IK issues i had such as twisting along unwanted axis when keyframed if i made and rigged the model correctly. But enough about what i was hoping to achieve, here's how i went about it.
When creating the model i used exactly the same process as i used for the model for my small character, though of course the whole process was sped up by avoiding the mistakes i made first time around, this is also why i have summarised what i did into bullet points.
- Obtained assets from Lewis
o Addition of liquid effect to model for drinking animation
- Used PSD to create square, flipped images of each body part
o Made sure to name all images that would have sequences appropriately
- Started Maya
- Created Materials for all body parts
o Named all materials appropriately
o Created two hand materials to allow for food and drink animations
- Used same technique as small character to create planes for each body part
o Used image size to create Maya planes that would be the correct size for body parts
- Arranged body parts onto a background picture of the asset sheet that was given to me by Lewis
- Rearranged planes along the depth axis so that body parts wont intersect and the model looks exactly as it does in the imag
Above you will see the final model, created with no problems whatsoever, and with all images and planes scaled appropriately to allow for various extra sequence images. Going well so far!
Next thing was to create the initial rig, which you can see below.:
I decided to be more thorough with my rigging (and modelling) this time around, making sure to name all the bones and planes appropriately. I even added 'Left' and 'Right' labels to the bones though these can only really be seen in wireframe mode. This was part of the increased discipline i wanted to exert when creating this rig, partly for professionalism, but mostly because the rig would be being shared with another person and would hence need to be as clear and easy to use as possible.
The next thing i did after finishing the above rig, was to test out the creation of the IK's for the arms and legs, unfortunately i managed to run into my first problem: The IK's were rigid and had no flexibility just as had been a problem with my test rig, and that time i'd ended up having to redo them. I tried binding the bones to the model before attempting to create the IK's again with exactly the same outcome. Then the license server connection was lost and given i could only work from my college at the time, i may have had a moment of slight raginess. Especially as the server didn't come back up for several hours afterwards...
But anyway, when i finally managed to get back on i tried out a solution i had been reading about in the meantime: right clicking a bone in Maya brings up a menu system of contextual options, one of these is to 'Set preferred angle'. Meaning the angle from which the IK's should be being solved.
Again this proved unsuccessful.
Again i got rather... frustrated. This is most likely due to the fact i had hoped that i wouldn't have any major setbacks during the creation of this model. I believe this was a useful lesson to learn for the future!
So, after this i decided to start over, just as i did with my test rig, this time however i wanted to pay very close attention to the bones i was placing as i noticed that they did not always use the same axis for rotation for some bizarre reason. So i went about recreating the skeleton, paying close attention to the angles of the bones i was placing, finding that alot of the time the bones would be offset by 90 degrees in unnecessary angles. Paying attention to this, and although it took far longer than it normally would to create the rig, i managed to make sure all bones used the same axis for rotation, and also that they all had positive rotation values as i believe this was the culprit for some of the unnexessary twisting between keyframes in my previous rigs.
I tried locking the y and z rotation values at 0 for the joints in another attempt to clamp down on any undesired rotation by right clicking their respective 'Joint Orientation' value boxes and clicking 'Lock Attribute'.
An ominous crash from Maya followed shortly after... would it be better for me to create the bones then manoeuvre them using the transform tool rather than rotating them?
Before i had a chance to test this idea i made a discovery that blew everything i had just tried into irrelevancy, and it was so simple!
Upon looking at the joint tools options window (by pressing the little square next to the option in the drop-down menu) i discovered that you could have all the joints you create be orientated to the World axis automatically!! Not only this but you could limit the degrees of freedom each bone had before you'd even created them!!!!
A breakthrough, just what i needed.
Once again, i scrapped my rig and started over, but using the joint tool this way solved the axial inconsistencies and the bizarre rotation problems i'd been having COMPLETELY. Leaving me with a consistent, clean rig to use with the model.
Sadly even with my incredible mastery of the joint tool, it wasn't enough to stop the problems i was having with the IK's... rigid as ever.
So given i still hadn't found a solution i decided it was time to actually post my problem online, and after waiting a couple of hours i was provided with what would lead to my solution:
It seemed that all the effort i was making to lock down the rotation to the x axis only was causing problems for the IK solver, and all it took to change this was to unrestrict the limits on the degrees of freedom from the bones that were at the top of my IK chains (Upper Arms, Upper Legs)
So from here i went on to test this solution with all my other IK's and did so successfully! After this i went on to bind the bones to the model with the IK's still there (I believed this may have cause some problems but was proven wrong.) Next i created the point constraints just as i had done for my test model and the small character to stop the feet from going through the floor, I also made sure i named all the IK's and Constraints appropriately using the Outliner window.
And finally, i put the character into a nice silly pose for some screenshots/rendering and that was the large character rig finished!
Despite a major setback during the creation of the IK handles and despite looking no different to it (at least on the surface), i believe that this model is of a far higher quality than the model i created for the small character. It shows better discipline through the clear naming of all assets within the model and rig, and the rig itself shows a much better understanding of the process required to create a 2D animation skeleton. Overall it shows how my skills have improved in such a short space of time and serves as a fitting testament to the standard of work i have submitted for this module. I was very pleased with how it turned out and was confident that the issues i had had with my smaller rig would not be a problem when creating animations with this one.





