Thursday, September 13, 2018

Setting up the Cut Out Character

Rigging a character is like building your own Frankenstein monster. Not only do you have to design it, but you must make sure to set up all the parts correctly and make sure all the parts are moving correctly.

The first thing is to use the same naming convention throughout your project. This allows everyone working on your project to work on the same rig with the same labels.

Please relabel your layers the following way...

If you have used a Bone or Curved Deformer in your rig, rename: Deformation-Rt_Arm to BN-Rt_Arm for a Bone Deformer or CRV for a Curve Deformer; CRV-Rt_Arm.

If you have used a Kinematic Output to keep your hand from deforming when moving the arm. Rename this layer from
Kinematic-output_ Rt_hand, to KO-Rt_hand.

I've noticed the some people are renaming all their drawing layers without parenting and adding the proper controls. Or adding a Kinematic Output to every layer. Both are not necessary. 

Once you setup your rig, you must test every layer or deformer to make sure its rotating at the pivot point you set up. Once the pivot are set up, you shouldn't need to reset them everytime you animate them.

Please do not parent your arms or legs to the body. The Arms and Legs basically float above or behind the body. 
The body is the parent of the head, when rotating the body, the head goes with it. Just as the Head is the parent to all the facial features; Eyes, Pupils, (sometimes nose), mouth, extra things like hair, a hat or helmet.

The whole advantage to rigging is to first create all the parts and how they fit together. This is creates a long layer list of parts and controls.

The top Deformation layer controls everything underneath it and you can click on it to hide all the parts. This creates one layer on the timeline of say, the Right Arm layer.

Here's the BN or Bone Deformer controlling the body and the face parts.

v BN-body < Top Deformation layer
   v body
    |_ KO_face
            |- Hair
            |- Hat
            |- mouth
            |- eye_brows
            |- Eye_nose   

This character has no head to rotate, so all the face parts are attached to the body as the Parent. When you move the parent, the child or children go with it.

Here's how each body layer should be labelled and connected.

Jake Rig

Jake_Master
V
 |- v BN-Rt_leg   (PARENT)
 |    |_ Rt_leg       (child) 
 |  the Body is the Parent of the Head.
 |- v BN-body   Top Deformation layer
 |--------v body
 |          |_ KO_Head
 |            |_ Head
 |               |- nose
 |               |- glasses
 |               |- pupils
 |               |- Eyes

 |               |- mouth 
 |- v BN-Lt_arm
 |    |_ Lt_arm
 |            |_ Lt_Hand
 |
 |- v BN-Rt_leg   (PARENT)

 |    |_ Rt_leg       (child) 
 |
 |- v BN-Rt_arm
 |    |_ Rt_arm
 |            |_ Rt_Hand

You should have only 5 layers like this, that all can be Parented to a Master Rig, named as the character's name.

BN-Rt_Arm
BN-Rt_leg
BN-body
BN-Left_leg
BN-Left_arm

This Master rig also you to move and scale the entire character all as one.

Add a Peg to the top layer in your 5 controller layers.

BN-Rt_Arm-P  Peg layer is created to control BN-Rt_Arm

v BN-Rt_Arm-P
 |_ BN-Rt_Arm
BN-Rt_leg
BN-body
BN-Left_leg
BN-Left_arm

Select the other parts and drop them on the peg layer and you get this.

v BN-Rt_Arm-P

|_ BN-Rt_Arm
|_ BN-Rt_leg
|_ BN-body
|_ BN-Left_leg
|_ BN-Left_arm

Change Peg layer name to whatever your character is.  

v Jake
|_ BN-Rt_Arm
|_ BN-Rt_leg
|_ BN-body
|_ BN-Left_leg
|_ BN-Left_arm

When click on the triangle next to the name, this hides the other parts.

>Jake 

Before you can submit it to the Harmony Premium Library, 

You must move Jake's Pivot down to the base of his/her feet.

You need to make sure there are no keys in your timeline, nothing is moving, etc. If there are any problems, fix them before saving Master file to Library. 







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