Riggy Bits # 1: Simulating Volume in Bending Joints

Hello! Welcome to Riggy Bits! This is a series of Computer Graphics Rigging tutorials that focuses on reusable components that can be applied to many characters and props. Like all of my videos, I want to save you time by presenting the information in a clear and concise way. The aim of this series is to provide professional character TD’s a resource for solving problems, by simply picking and choosing from a “menu” of reusable components they’ve learned over time. From my own work, I’ve compiled quite a “menu” of my own, and I’d like to use this series to share it with you!

This Riggy Bit addresses the self-intersection at the knees of a character (and of course, many other joints may have this problem) when the joint bends. I present a novel way of solving the problem by simulating the volume of the knee using two hinge-joints and Blender’s Bendy Bones, and show the rig’s main components in context.

This Riggy Bit is split into Theory and Tutorial videos:
Part 1 (explaining the theory behind the rig): https://www.youtube.com/watch?v=7ZbTAtFbZLM&t=1s

Part 2 (A tutorial for creating the rig): https://www.youtube.com/watch?v=b2E6o7qx9fI

Thanks!

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