Rigging
I then moved onto actually rigging my model, which was surprisingly simple. I really liked this stage of adding in the joints onto the legs as I knew that my model was coming together nicely and I would soon have a working and walking model.
For this stage I started with the legs, adding in a joint chain that went down the left leg, this consisted of the leg, knee, shin, ankle, ball and toe to get the maximum amount of movement in the body. I then used the mirror joints tool to the add the same down the right leg.
I then moved onto the arms, this again was a simple process and worked similarly to the legs, just with the addition to having more joints. We started by adding in the shoulder to wrist joints and then added in the hand, fingers and thumbs in after. At this stage we then added everything to the skeleton layer and kept everything labelled correctly as well.
I then moved onto the spine and adding in the joints that make it and other components around this area up. We started at the root of the body, the belly, and then made our way up the spine adding in joints up to the top of the head. We then wanted to add in the clavicle bone as this is what controls the movements in the shoulders and also a hip displacement that sat under the root so that the hips didn't over-turn. I then ensured the hole joint chain was linked together from the root, making sure joints were parented the right way so that everything acted correctly.
Lastly I added the features onto the head, which included adding in the jaw joint, the eye joints and then a singular joint for the eyebrows. We then joined all of the starting joints to the head on the spine so that it was all of there parents, as when the head moves they all do, but they can be obviously controlled on there own too.
At this stage I am very happy with how its turning out, and will be able to start animating next session before finally UV mapping it and adding in some colour to bring him to life.
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