We do the entire process of rigging by keeping the animator in mind. We hide the joints by going in the Show in viewport menu and uncheck Joints which will be the view for the animator.But when we actually animate the character, we have to hide the bones as the keyframe animations will be done on the controls, not on geometry or joints. Step 7: As you can see, when we start dragging, it is not accurate as the joints placed by the quick rig is not accurate, which we will improve later. Step 6: Grab the handle on the left and drag it to control it. Step 5: What actually happened is that as you can see above, each vertex is controlled by a skeleton, and each is given weights as to which vertices will be influenced by the bones and a value from 0 to 1 will be assigned, which will determine which vertex will follow which join. Step 4: We can see in the outliner the skeleton bones references are added along with the controls if you cannot see it, open from Windows > Outliner. Step 3: Now select the model and click Auto-Rig.
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