Rigging/Skinning
I will use a combination of methods to weight paint the zombie character. The one I will use most of the time will be to just manually paint in the weights by eye. This will allow me to cover a large area fast but will cause some smaller issues I will have to fix. I will also paint the weights down to a vertex level. This will be used when I have manually painted the weights but there are some vertices that need to be modified.
I Started from the toes and worked my way up the character. I only painted the weights on one side so that I could copy and past onto the other side.
The foot was a good place to start as it was the easiest to get right, and a nice way to get used to the tools before moving onto more challenging parts.
The skinning went pretty well, I did have some trouble with some areas such as the shoulder and the hip area. I ended up restarting these a number of times until I was satisfied. I will be practicing rigging and skinning more in my free time as it is definitely something I want to be good at.
I didn't have too many issues with the head. i feel that the skinning all came out well, the twist could still be improved but it definitely still works unless pushed to the extreme.
I added some motion capture data to the zombie that I filmed myself.
I did also try rigging and skinning the zombie in Maya, but ended up starting again in 3DS Max after a number of attempts and hours of trying. I have since found out why I was having difficulty, and will return to the fix the issues. AlthoughI didn't finish weight painting the character I did learn to add controllers to the ankles and wrists to allow for easier manipulation when animation. The limbs could be moved in IK and FK.
Ape Face CAT rig
I Started off learning the morphers modifier in 3DS max, and how to create controllers. I then used what I had learned to create a CAT rig bone system for the face that could be moved with a controller that I had created.
I sculpted 5 different expressions from the base ape sculpt that I was given.
The morpher is a good tool to use, but it lacks the freedom that creating a CAT bone system gives you. The morpher changes through the expressions at exactly the same time. Whereas on a real face there would be slight variations in what moves.
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