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Investigation Blogpost: Week 15

 

This Week's Work:

Monday (3/07): Modeling furniture

Tuesday (3/08): Modeling furniture

Wednesday (3/09): Modeling furniture

Thursday (3/10): Modeling furniture

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Fixes:

I want to start animating by next week, so I have compiled a list of things I need to fix asap (most likely over the weekend). The list isn't arranged in order of urgency, just a compilation of stuff that is important for the final product to look alright.


There are actually a couple of problems displayed in this screenshot. The most important one to me is that using the IK bone at the bottom of the feet (highlighted in blue) does not properly move the leg. Specifically, when I raise the foot, the knee turns inwards. The only way for me to correct it is to use the circle (also highlighted in blue) to adjust the position. The thing with that is -apart from being tedious - it also stretches out my model, making it look really funky and unrealistic. I think the best course of action is to look into the bones and their constrictions. I watched a tutorial a little while back that walked me through using IK bones to move the joint, so hopefully that will help me as well.

Another thing you notice is that the skirt of the robe doesn't move with the legs. The sleeves move fine with the arm so I'm thinking maybe the rig isn't affecting the skirt due to it's shape (and maybe thickness?). I'll look into how to fix it, and I can ask online as well. If I can't find a great solution, I might consider giving the skirt its own rig.  It depends.


The next problem has to do with the eyes. Instead of curving around the eyeball, it morphs and clips into it. I worry it has something to do with how I modeled/sculpted the eyelids. I've seen a few tutorials that arrange the bones so that they *do* curve when rotated down, but I'm not sure the automatic rigging will work if I add extra bones. I saw on a forum something about selecting an option so that the eyelids will preserve their volume when moved, so perhaps I need to look into the bone options and its constraints.

 

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