Rigging & Creature FX

Week 1: Introduction to module, HumanIK in Maya. Simple Rig

First we learned about the module and the assessments that we would have to complete this in this module. We need to build a robot character based on your design, and Maya and Zbrush are required for that purpose. Finally, apply the motion capture data to our constructed character. The fundamental skill of this module—translating motion capture data into a 3D model in Maya—was the first thing we learned.

At first, I needed to import the motion capture data into Maya and adjust the keyframe to 24 frames per second, since it was originally set at 100 frames per second.

Import Mocap Movements

Afterwards, we blank out the model to ensure that it can be correctly rigged and started in the proper location. We did this by first selecting the hip joints, then selecting the branches that emanate from them by pressing “selected hierarchy,” and finally setting all of the rotational values to 0. After flattening the character as a result, we turned only the hips 90 degrees.

90 Degree

After the motion capture was ready, we used Human IK. “Create character definition” is the motion capture option that can be selected in this box. This is how the movement is defined. This leads to the display of a skeleton diagram. All we have to do is click on a bone in our motion capture, then use the right-click menu to pick “assign selected bone” after selecting the appropriate bone on the diagram.

Right-click menu to pick “Assign selected bone”

Every party needs to be done for the rig.

Head

In simple terms, this informs Maya on where to put that movement in the skeleton that it builds for our model.

movement in the skeleton RIG

Importing a character and running the Quick Rig

Final Video

Exercise 2

Later, we used the same methods to complete a task with. Because it is so important to acquire this basic knowledge, it was essential that we make sure we did it right.

Mood Board

 

 

 

Week 2 – Hard Surface Modelling – ZBrush

 

Week 3: Motion Capture

 

week 4

made prototype robot

And apply action/mocap to test robot

 

week 5 piston

first we did simple piston

final render

 

 

final 3D Renders

week 7

 

Kirmada

test render