After a week of slow progress, Lilith finally has a rig! *Final Fantasy victory theme ensues*
It took a considerable amount of work, but boy has this been a learning experience! Rigging is a completely new thing for me, so rigging Lilith has had it’s tribulations. The first thing that I did was to ask Matt for help. He showed me the character rigging tool which generates a human skeleton, and then scaled it down to Lilith’s size. We moved the joints to where they should be on Lilith, then used the mirror function to make it symmetrical.
I then used the interactive bind skin to capsule the areas of the model to the skeleton. This is where I got confused, because I couldn’t really work out what was happening, and everything just felt like it wasn’t working. I didn’t understand that areas that aren’t capsuled go crazy unless you cover them with a different capsule, so I thought that all of the parts that the capsules automatically cover would have to contain what they do as they first appear. This sounds confusing to read, but to give an example, when I loaded the interactive skin bind, the left arm capsule covered the entire head, ears, and torso of the model. When I tried to move it, the ears went crazy, so for about 6 days I thought that the left arm capsule would have to contain the ears to stop them from trailing along the ground. Only yesterday did I figure out that the head capsule could contain the ears, and that this would stop them from going crazy. After capsuling the model as good as possible, things still didn’t move right, so I had to ask for Matt’s help again.
Today, Matt showed me the paint skin weights tool. It took me a small while to figure out how it works and how to use it properly (because for some reason it just perplexed me and I couldn’t make it paint?), but eventually it worked! To try and make parts work better, I used a combination of copy and pasting vertex weights and painting on weight to make the muscles bend as close to humanly as possible! After testing the movements individually, I decided to test a whole body movement…
Overall, I am so happy with this! I’m slightly annoyed at myself for taking so long to rig her now that I know where I went wrong, but it’s a learning curve, and it’s something that was previously entirely new to me, so I can forgive myself for taking a while. I’m happy with how it looks and moves, so I think for now she is done! My next steps will be to rig Zach, then hopefully Ebonny will have put together the environment by tomorrow so that we can start animating on Thursday or Friday!