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Showing posts from December, 2017

Global Light Rig Setup

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Hi everybody in this assignment we setup a global light rig which will be very helpful to present models and add related shots. This rig is really awesome it  gives amazing output in software render with all the soft shadows and the model looks really fantastic, I never thought software render can give such a beautiful output.  And its portable also. The light rig will have two sets of directional lights, one set on the top which behaves as a sunlight and another set act as ground light.  The direction of directional lights can be controlled by their respective controls. And the intensity of the lights can also be controlled by the attribute given in the master light rig control I used node editor to get this connection. I have downloaded a model from -https://free3d.com   Model credits: https://free3d.com Here is the diffrence between various render outputs: 1) With only directional light 2)  With only Light Rig( 0.1 intensity ) 2)  With only Light

Car Rig

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Hi guys in this assignment I rigged a cartoon car which is modelled by  my friend VJ,  it was very much fun to rig it I really enjoyed working on this assignment. Rig requirements: *Movement of doors, both front and back deck,staring rotation. * Body vibration and suspension. * Body stretch and squash and bend *COG control Firstly I used joints and Ik handle to get the suspension and the created the curve and constrained the ik handle so that we can control the suspension through that curve. Then I used an expression to create the vibration of the body and connected it to an attribute of the COG control so that we can on/off the body vibration. Then for the automatic rotation of the wheels as we move the car I used an another expression using a if condition so that it can also linked to an attribute. Then I created curves for doors, decks and staring and orient constrained in their respective axis except for the doors because for door

Bow and Arrow rig

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Hi everyone this is one of my favourite assignment because I love periodical stuffs more , so in this assignment I rigged a bow and arrow which I modelled by using  one of the bow i got in google search. The rig requirements *Bow as to bend and get back to it original shape as we pull the string *Arrow spin and orientation *Arrow must be able to move freely in the world, and also should go along with the bow, and also should able to stick with the string. After the model is complete I placed joints accordingly and then used IK handles to get the bend then to make it interactive with the string i made clusters and added locators and made the locators as the parent of ik handles and the clusters present at both ends of the string and then I made connection between the cluster in the centre of the string and the the two locators using set driven method so when the string is pulled the bow bends accordingly. Then I created curves and constrained them so that we can control the mo

Cambot Rig

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Hi guys this is my first ever character rig, I used joints, Ik handkes and blend shapes for the very first time. It was very interesting to rig this robot which also has a camera attached to it hence our sir named it as combot.  Finally the character is ready to be animated. Here are the controls the robot have: here is the test rig Thank you

Bouncing Ball animation

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Hi everyone, this is my first ever 3D animation.  It was a very good experience to animate in 3D.  We got a ball which already rigged, which had a COG control, a transform control and two stretch and squash control, upper and lower.  Then we first animated in y axis only up and down then we added the rotation after that we moved it to certian direction in z axis , then we went to graph editor and then by adding weight to the tangents and then breaking them and freeing them we edited the graph of transform control of y axis in such a way so that we can give slow in and slow out, the curve yo steep represent slow to fast where as the steep to curve represent fast to slow .  Then the ball had two stretch and squash control, upper and lower with the help of that we added stretch and squash then again we went  back to graph of both of them in y axis in graph editor and tweaked the graph to get the slow in and slow out. It was really tricky to work with the graph initially for the

Pegasus wooden automata

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Hi guys , I am back with a another prop rig, in this assignment I did a rig for an wooden automata which I saw in YouTube.  I intentionally choose Pegasus because it as been my favourite mythical character since from my childhood.  As per the video of automata I saw it as the following requirements. * one crank control by which we can control the entire automata just by simply rotating it. * ny rotating the crank automatically all the locators as spin which  control the movement of all followers which in-turn create the movement of legs and wings. I used various constrains and expression editor to make gears to work effectively eith proper speend an orientation. The mechanism how gears works are shown in thebelow pictures: And how actually the entire automata works as shown below in the video, Thank you