I had missed a week of the project due to attending games horizon, but due to my role in the group I had already created the joints for the entire model prior and passed it onto Jamie to create controls for.
The week after when I rejoined my group, the model had already had its controls and skin weight completed ready to be animated in that session. Although upon inspecting some of the controls I noticed some abnormalities in the back movement, where it didn't bend correctly when using the controllers. This was a simple fix, we simple re-organised the parenting along the back.
The week after when I rejoined my group, the model had already had its controls and skin weight completed ready to be animated in that session. Although upon inspecting some of the controls I noticed some abnormalities in the back movement, where it didn't bend correctly when using the controllers. This was a simple fix, we simple re-organised the parenting along the back.
We re-parented the controls upwards so that the hip control affects all controls above it, allowing the back to bend correctly.
Next we started created the walk cycles as part of the task but we again we quickly noticed some problems with the arms, as the pole-vector constraint we used for the elbow gets left in its original position as we move the arm. This was another simple fix as all we needed to do was to parent the pole vector control to the arm control so that as we move the arm the elbow controller would follow too.
We simply parented the pole vector control to the arm control so when the arm moves it would follow and not stay in its orignal position which meant we couldn't accurately control the elbow
Now that we've fixed these slight problems with the rig we could move onto animating the walk cycle.