CHARACTER MODELLING & RIGGING ASSIGNMENT 3
___Character Modelling & Rigging PROJECT INTENTIONS & OUTCOMES ___
To create a character model with a humanoid structure. The character I chose to create contains characteristics from "Captain Planet" and "Mr. Incredible", implementing a 'superhero' yet ixar-inspired physique.
___Character Modelling & Rigging DEVELOPMENT OUTLINE concept/reference images___
Character Theme Idea: Sci-Fi Ranger/Superhero
REFERENCE IMAGES
CONCEPT IMAGES
My original character concept contained body armour and other gadgets. I decided not to include these in the final character model.
___Character Modelling & Rigging DEVELOPMENT OUTLINE images of model development___
My final character model represents superhero-like characteristics and traits, which was my objective for this project.
___Character Modelling & Rigging DEVELOPMENT OUTLINE rigging structure___
The image below is an outline of the rigging structure I created for my character model.

___Character Modelling & Rigging SELF-DIRECT LEARNING difficulties and solutions___- Modelling of the character was not difficult. At most times I incorporated the technique taught in class, to use Nurb curves (circle), duplicating it several times, and re-shaping each circle along the model sheet of a certain body part, then applying a Loft to create the geometry.
- UV texturing was done after the model process was completed. I simply applied planar mapping to the character model, then separated the necessary body parts by cutting the appropriate edges from the UV Texture Editor, and unfolding them. My character needed multiple materials, therefore I assigned UV Sets to the arms and legs for a Leather Material, a body suite material, and a UV Set for the face. This method allowed me to maintain detail in all areas of the characters texture.
- I applied the skeleton as taught in class, with twist bones on the lower arm on both sides. I didn't add twist bones to the upper arms; I wasn't aware we needed to, though once I knew, I created them and tried to apply them to the Rig, but my skinning was already applied. I chose not to redo painting weights etc, and instead focus on other aspects of the rig.
- IK handles were applied to the characters legs, however I discovered that legs were modelled in an awkward proportion causing the IK to appear faulty.
- The rig of the characters arms consists of both FK and IK (FK/IK blend switch available on rig). Initially I tried applying IK handles to the arms on the original arm joints of the character, then had issues switching from IK to FK. Therefore I used a method I found online (http://student.vfs.com/~m07goosh/Tutorials/ikfkswitching/ikfkswitching.htm) which incorporates separate joints to control the original Arm in both IK and FK. The method was to duplicate the arm hierarchy twice, one for FK control, and another to apply IK handles. Then apply and 'Orient Constraint' from the original joints to each duplicate. This method proved efficient for my character rig.
- Spine rigging was applied as taught in class. · Facial Rigging, and the GUI were created by following a tutorial I purchased at Digital Tutors, however I implementing my own ideas and methods, and also from some inspiring Rigs, for most of the GUI's controls. The GUI also has a "Show/Hide" Attribute which can be located on the 'Head Control'.