Virtual Trajectories
Rigging
Before I began rigging I went to the motion capture lab in LCC to re-record movements for my character since I have developed the final look of it. The first movements that Billy provided did not fit the profile of the character anymore plus I wanted to experiment with motion capture myself. I will end up using some of the captures from class, but I wanted to have some variety. It was a great experience and it helped me start rigging. I decided to do it manually since the quick rig did not match up to the model, I gave it a couple of tries but never seemed to get it where I want it to be, I also tried another shortcut and uploaded my model to mixamo for a rig, but mixamo didn’t recognize it sadly, I tried that method a couple of times but again it did not work so I decided to make it manually. I watched the recorded lesson on rigging from Kelvin and followed it, so far I have not started weight painting but I figure that I will have to do it primarily on the arms since they are a little bit wonky. I talked to Anna in the motion capture lab and we tested out the captures and realized that when building a rig if you are only using motion capture you don’t need the controls so that gave me more hope so I started building my rig, I built it and then couldn’t get the definition right so after speaking with Kelvin in the drop in session on Wednesday. The drop in session gave me a lot of hope in successfully rigging my character, I remade my own rig but sadly the forearms and the legs were not being recognized by the definition. Since I am running a bit behind on schedule I decided to give quick rig another try and this time use a step by step method. It turned out to be a blissful moment, I set the joints to right places, pressed create/update and there it was…a fully functioning rig, at this point I am on cloud nine, I start to apply the mocap exports to the model, everything is working and looks great. Now I began the process of animating and rendering.











