Rig Updates
I and the other rigger on the team have been tasked with re-rigging the characters for K&P. This is done through the autorig Advanced Skeleton, so most of our responsibilities were positioning the joints and digging into the auto-generated blendshapes and fixing or adding to the deformations of the face.
This is the first test of the new rig, before the face was added. It had only a basic skinweight pass, but it was looking pretty decent for what we wanted.
I also ended up testing out cloth sim, since it's been planned to have the fabric simulated down the line. Any potential issues that may crop up should be caught early, and getting the settings for the fabric finalized earlier will save us time later.
The face itself presented some unique issues, one major one being the eyelashes. Since they're over a hundred pieces of geometry that needed to follow the deformations of the skinweights and the blendshapes, I took a different approach to incorporating those. I created strips of geometry following the upper and lower lids of each eye, wrapped it to the base geometry, added hair follicles and joints parented under those follicles, then skinned the eyelashes in groups (upper/lower) to each system.


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