Saturday, October 22, 2005

Poltergoose rig 1.0


Today Jason delivered the first rig for Poltergoose and I was blown away. It does so many cool things. He's still got some work on it though so this is a work-in-progress. Apparently he was going for a bone controlled facial rig and that ended up not working as he wanted so he's now chucked that and is going forBlendshape driven facial expressions. (which is really morphing from one expression to another) He did add some cool stuff though. Poltergoose's eyes pop now and his tonuge has a node on it that will allow him to stick it out and do a catoony "take".
It's pretty cool stuff! Also now his cowl will go up and down and his legs can't bend backwards in an awkward postion. He's got more planned too but he wanted me to see it and see it I did!
Great stuff so far. I can't wait to start animating!

Most T.D.'s (Technical Director) work this way. They send the animtor the rig and the animtor playdsx with it, mentions things he likes and things he'd like to see added. For instance I asked if we could make Poltergoose's neck be able to move back and forth in addition to rotating because I feel that people move their necks side to side and front and back just as often as they seem to move them up and down.
I also asked for the ability to m ove his shoulders up and down and not just rotating them which I imagine is possible.
So after the rig is done we'll spend some time giving him some textures and then call it a day.
We've been talking about what other characters to populate the cemetary with and so far we thing we'll have a werewolf, a zombie and a mummy as well as Boney. Mostly we'll wait to see what Roger comes up with and go from there.

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