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Rigging Overview : Tentacle

creating tentacle method:

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​part 1: Creating tentacle

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  • select poly cube , in attribute editor select polycube1 : (Height and subdivison height value- 10) , (subdivision  width- 2) . Then preview top view select vertices with shift and press 3 to smooth model. View wire frame view​

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Part 2: Making joint chain for model

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  • view front view .  Then select rigging tab  in corner . Go to skeleton - create joints. Making sure primary axis is at x, hold x on keyboard and click to make joints

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(Part 1 and 2 video below )

wire frame tentacle.png

Part 3 : Attatching joint chain to model ( Video below)

  • In the Outliner  I selected pcube 1 , then shift selected joint 1 

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  • Selected skin tab at top then selected bind skin option box in drop down menu.  clicked edit the reset settings, then clicked bind skin at bottom.

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Screenshot 2021-02-16 130301.png
Screenshot 2021-02-16 130402.png

Joint creation : Robot

Screenshot 2021-03-02 162527.png

To start off I changed the modelling tab to the rigging tab and went to skeleton > create joint. I held down X on the keyboard and clicked on the grid . 

Next I created the joint for the legs and repeated the same process  for the spine

Now I had to mirror the joints on the other side . I  selected the model and pressed 4 on the keyboard to bring up the wireframe view, then went to show tab and turned off polygons. 

To connect the joints together for the legs I selected the right /left leg on the joint , shift selected the spine joint and pressed p to connect them together and vice versa for the arms 

Finally I parented the arm and the spine so it can all move together .  first i brought up the wire frame view by selecting my model and pressing 4 so i can see more clearly. Then I selected the shoulder sphere  then shift selected the shoulder joint then pressed p to parent 

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The last thing to parent together, were the legs with the body

Skinning- Arm

Screenshot 2021-03-10 213243.png

Went to rigging tab , clicked on skeleton then create joints . clicked reset tool and  changed shortbone radius and long bone radius to 1

deleted the fourth joint I made and renamed the  arm joints

I then repeated this process to make the  joints for the thumb , index finger and little finger joint and  then renamed the  joints in the outliner

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Thumb:

Screenshot 2021-03-11 182204.png

Index finger:

Screenshot 2021-03-11 184203.png

Little finger:

Screenshot 2021-03-11 190829.png

Now I connected  all the joints together. to connect joints together, I selected a finger joint first , then shift selected the arm joint , then pressed p to parent it.

I then animated the arm. whilst in the rigging tab,  I selected the arm joint, then shift selected the arm mesh , the went to skin bind skin

Finally I will use the weight paints to refine the hand movement

Paint weight part 1:

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  • I selected the arm mesh in the outliner. I then right clicked and went to paint weight tools.

 

  • After this I clicked JT_ROOT_01 then scrolled down and clicked flood. ​

  • In the time on the first box Iput the value 320

Paint weight part 2:

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  • I locked everything except for JT_ROOT_01 AND JT_L_SHOULDER_01

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  • Went to select mode in the paint tools box, right clicked then went to vertex and selected a vertex point. shift clicked another vertex point on same line.

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  • Ctrl and left click, went to grow then grow selection. afterwards pressed G on keyboard to move selection up , and went back to paint mode. Now the paint weight area is visible.

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The lighter the area is( more paint weight- white colour),  the more the area moves

Screenshot 2021-03-15 013553.png

Assignment 1: Mechanical rig

Version 1:

Firstly, I made this model , then I grouped the items all together by selecting all of the shapes in the outliner and pressing ctrl g

Screenshot 2021-03-24 002852.png

Next I did the joints for the arms and the legs.

Next I did the joints for the spine. and then mirriored the joints 

Finally I parented the mesh together 

Version 2: improved version

I made a second version , so I could parent my joints to the mesh properly and I also wanted my model to move more, so  I added more shapes to my model 

Screenshot 2021-04-01 191136.png

I created the arm joints   and parented them the same as before . 

I then did  spine joints on the new model . To do the spine joints I pressed spacebar then went to the front view.

new_model_spine_joint.png

I then did the  joints for the legs  then mirrored the joints. Afterwards I parented the leg ,spine joints  and extra arm parts with the mesh . The head was parented the same in version 1

After everything was parented it looked like this

everything paired robot.png

I added a root control to my model to make it move easily around the scene . To start the root control I went to curves and surfaces in the menu and selected Nurbe Circles.

Screenshot 2021-04-03 002509.png

I also added  an arm IK control

Final  animation and render:

Mash Networks Mocap

Screenshot 2021-04-30 155821.png

next I created an animation for the cubes

Screenshot 2021-05-01 162540.png

Then I changed the formation of the cubes

Finally added colour to the model 

Fur:

We learnt how to attach fur to our characters using XGEN.

Firstly, I changed the worskpace to Xgen interactive groom editor in the top right

Screenshot 2021-05-29 194930.png

Next I went to create, intercative groom splines  and set these settings, then clicked create

Screenshot 2021-05-29 214855.png

Afterwards I incresed the denisty multiplier to give more fur 

I then density masked the model to remove the fur from the head hands and feet. I then pressed w to come out of paint mode  and pressed h on inguide in the outliner to hide the guides at the end

Next I added guides to the model

Screenshot 2021-06-03 232409.png

To put less fur on the model  i went to the  alien fur base  and decreased the density multiplier and mask value under generator

Then groomed the fur
 

Finally i clumped the model

Screenshot 2021-06-04 015710.png

to change the hair  colour of the model i  clicked the top (alien base) in the groom editor and went to hair physical shader in attribute editor

Assignment 2 organic rig:

I used my first assignment  to create tentacles on my model with fur then rendered it out 

Creating the tentacle:

Next i rigged the tentacle , then created another one with a joint chain
 

Screenshot 2021-05-25 030658.png

adding the fur :

Firstly, I changed the maya workspace to interactive groom editor

Then went to create, interactive groom splines and set these settings , then clicked create.
 

Screenshot 2021-05-26 001100.png

Next i made a clump of the fur

In the clump settings I changed the flatness offset and curl to get this look

Screenshot 2021-05-25 225641.png

Final render : 


 

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