Character Rigging

Rigged uniquely shaped bipedal character models in Autodesk Maya using a systemic approach; characters had large heads and small bodies which required modifications to the standard bipedal rigging procedure.

Ensured that all joints were oriented correctly, then created leg and arm IK handles and adjusted the pivots of effectors where needed; reverse foot lock joints and spline clusters were also created. Bound the skin of the character mesh to the skeleton and weighted the rig appropriately to account for deformations during character movement. Created control curves and bound them to key joints to allow easy animation of the character; using the connection editor, driven keys were set to limit the values of controls.

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3D Models

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Level & Puzzle Design