THIS THREAD IS CLOSED, PLEASE CONTINUE DISCUSSIONS IN this thread.
This thread began here http://blenderartists.org/forum/showthread.php?p=1386378
But I would like to start a new thread with a more focused discussion.
I am interested to know what solutions can be designed for a quadruped rig. To start this thread, I have taken Catboy85’s original model, and designed a new rig for it. I did this because I found the original rig very hard to use, and I could see many ways in which it could be both simplified and enhanced. I will add here that Catboy85 did an excellent job on his model and rig! I am just wanting to take it further…
The animation above is a test animation to show the versatility of the new design. It was done quickly, and the skin is completely default weighting. It is just meant to show the capability of the rig, as that is what I want to discuss: versatile solutions for control and solver setups on quadruped character rigs. This is not a thread about animation, weight painting, or even horses necessarily. I am looking for the ‘ideal solution’, and I hope the more skilled riggers out there will join me
A little bit about my setup:
->Control bones on layer 1, Deform bones on layer 2, Mechanism bones on layer 3
->Rig is designed based on relation to human anatomy
- Moving the body around, the legs still point up - they don’t tilt like you would expect. This also makes it difficult to keep the feet in place when the horse leans, because in order to tilt the leg it has to be rotated in FK.
- It is very easy to put the body into a position the shoulders and hips can’t handle.
This thread is intended to be a community resource for rigging techniques on quadruped characters. To minimize the reading, I will do my best to update this post with the latest versions, and submitted examples!
HorseRig_animated_catboy85-FGC.blend (945 KB)