I figure before Peach starts I ought get more in-depth with rigging in Blender, so I can really hit the ground running. So with that in mind, I’ve been working on a low-poly bunny rig for the past couple of days:
Although I don’t plan on doing too much more with this rig, I would still love to get some feedback. Let me know what’s good (so I can keep doing it), what’s bad (so I can stop doing), and any specific ways you think it could be better.
Among other things, I’d really like comments on the visual look of the widgets (a.k.a. the control objects of the rig).
So let me know what you think!
And if anyone wants to use this for anything feel free. I’m not terribly possessive.
sketchy: Yeah, the shoulder blades were sort of an experiment. If I do more quadruped rigs, I’ll definitely try different ways of dealing with that.
I also discovered that quadrupeds shouldn’t be rigged to drive from the hips. I didn’t realize that until I tried to animate with it.
Hey there…
Thats pretty sweeeeeeettt…
cant figure out the head though…how do i turn on the translation on the head…???
im able to rotate it but when i rot the neck it seems to have a wierd effect on the head…is there a constraint???
but thanks man…this is very good rig…fun to animate
Any tutes floating around for setting up rigs like this? (Widgets, Control Objects)
Whats the advantage of using this method then using Blenders bones?
Thnx for sharing it BTW.
This widgets are custom drawn bones.In Pose mode select a bone and go to the Editing Settings. In the Armature Bones panel is a text input field ("OB: ") next to the Bonename. There you can enter the name of the object to use as a custom shape. When you select the shapes button in the Armature Panel the bone will no longer be drawn in its default shape but will use the object you assigned to it. This way you can provide custome widgets which can give feedback for their users and are easier to manipulate by the animator.