Shark(BRUCE) RIG
In this Third assignment of Character Rigging. 
We are asked to rig a Shark(BRUCE).
Let's start rigging with Shark Rig.
Modeling is done by our Faculty.
1.We should create Joints in center of geometry. 
- So select joint tool and axis should be at XYY and start creating joints in center of the geometry.
 
3.Create IK Setup.
- Root to Tail_Dummy and rename it as [BODY_IK]
 - select the auto-created curve and convert the respective vertices to clusters and rename it
 - create the individual group for each cluster by grouping itself
 - select all created individual cluster group >> group it and rename it as BodyCluster_grp
 
- FST_Dorsal_Fin_Upper to Dorsal_Fin_Dummy and rename it as DorsalFin_IK
 - select the curve vertices and convert to cluster
 - name the cluster as per joints position they belong to.
 - group them >> named it as DorsalFinCluster_grp
 
- L_Pectoral_Fin_Upper to L_Pectoral_Fin_dummy and rename it as L_Pectoral_Fin_IK
 - select the curve vertices and convert to cluster
 - name the cluster as per joints position they belong to.
 - group them >> named it as L_Pectoral_FinCluster_grp
 
- REPEAT THE SAME PROCESS FOR RIGHT SIDE OF PECTORAL FIN
 
4.Create Control Curves for all joints but expect DUMMY_jnt.
- Root_ctrl + Root_cluster
 - Lateral_Line_A_ctrl + Lateral_Line_A_cluster
 - Lateral_Line_B_ctrl + Lateral_Line_A_cluster
 - Tail_Upper_ctrl + Tail_Upper_cluster
 - Tail_Mid_ctrl + Tail_Mid_cluster
 - Tail_Lower_ctrl + Tail_Lower_cluster
 
- Body_IK and Root_ctrl Parent(P)
 - Body_cluster_grp and Root_ctrl Parent(P)
 
- L_Pectoral_Fin_Upper_ctrl + L_Pectoral_Fin_Upper_Cluster Parent Constrain
 - L_Pectoral_Fin_Mid_ctrl + L_Pectoral_Fin_Mid_Cluster Parent Constrain
 - L_Pectoral_Fin_Mid_ctrl + L_Pectoral_Fin_Dummy_Cluster Parent Constrain
 - L_Pectoral_Fin_IK + L_Pectoral_Fin_ctrl Parent(P)
 - L_Pectoral_Fin_Cluster_grp + L_Pectoral_Fin_ctrl Parent(P)
 - L_Pectoral_Fin_SpineCurve + L_Pectoral_Fin_ctrl Parent(P)
 
- REPEAT THE SAME PROCESS FOR RIGHT SIDE OF PECTORAL_FIN
 
- FST_Dorsal_Fin_Upper_ctrl + FST_Dorsal_Fin_Upper_Cluster Parent Constrain
 - FST_Dorsal_Fin_Mid_ctrl + FST_Dorsal_Fin_Mid_Cluster Parent Constrain
 - FST_Dorsal_Fin_Mid_ctrl + FST_Dorsal_Fin_Dummy_Cluster Parent Constrain
 - Dorsal_Fin_IK + Dorsal_Fin_ctrl Parent(P)
 - Dorsal_Fin_Cluster_grp + Dorsal_Fin_ctrl Parent(P)
 - Dorsal_Fin_SpineCurve + Dorsal_Fin_ctrl Parent(P)
 
- UP_Caudal_FIn_Upper_Ctrl + UP_Caudal_FIn_Upper_jnt Orient Constrain
 - UP_Caudal_FIn_Mid_Ctrl + UP_Caudal_FIn_Mid_jnt Orient Constrain
 - DOWN_Caudal_FIn_Upper_Ctrl + DOWN_Caudal_FIn_Upper_jnt Orient Constrain
 - DOWN_Caudal_FIn_Mid_Ctrl + DOWN_Caudal_FIn_Mid_jnt Orient Constrain
 
6.Create Root_Ctrl and add following attributes.
7.Create Master and Transform Ctrls and make relation with the RIG.
float $freq = Bruce_master_ctrl.Speed;
float $delay =Bruce_master_ctrl.Delay;
float $amp =Bruce_master_ctrl.Amplitude;
Bruce_tailupper_C_grp.rotateY=sin((frame*$freq)+$delay*1)*$amp*Bruce_master_ctrl.Switch;
Bruce_tailmid_C_grp.rotateY=sin((frame*$freq)+$delay*2)*$amp*Bruce_master_ctrl.Switch;
Bruce_taillower_C_grp.rotateY=sin((frame*$freq)+$delay*3)*$amp*Bruce_master_ctrl.Switch;
Bruce_tailDummy_C_grp.rotateY=sin((frame*$freq)+$delay*4)*$amp*Bruce_master_ctrl.Switch;
9.Follow Skinning Process.
float $delay =Bruce_master_ctrl.Delay;
float $amp =Bruce_master_ctrl.Amplitude;
Bruce_tailupper_C_grp.rotateY=sin((frame*$freq)+$delay*1)*$amp*Bruce_master_ctrl.Switch;
Bruce_tailmid_C_grp.rotateY=sin((frame*$freq)+$delay*2)*$amp*Bruce_master_ctrl.Switch;
Bruce_taillower_C_grp.rotateY=sin((frame*$freq)+$delay*3)*$amp*Bruce_master_ctrl.Switch;
Bruce_tailDummy_C_grp.rotateY=sin((frame*$freq)+$delay*4)*$amp*Bruce_master_ctrl.Switch;
9.Follow Skinning Process.
- Select Object and Joint >> SKIN --> Smooth Blid
 - After, Smooth Blid we have to give weight to particular joint
 - select vertices and paint tool, select particular joint and value 1.00 and FLOOD
 - After, doing the same step for all the joints expect Dummy joints
 - Now, If we try to animate, it will be a linear moment in skinning, so we have to share the weight b/w two or more joints.
 - set value to 0.200
 - select smooth
 - select joint and Smooth
 - by, doing this step for all the joints.
 - SKINNING PROCESS WILL BE COMPLETED.
 
10.Select upper teeth and Head_ctrl                                       Parent(P)         
11.Select lower teeth and Jaw_Ctrl                                        Parent(P)
12.Create joints in Tongue and Parent Contrain with Created Curves.
13.Let's Re-Arrange the Outliner Properly with Creating Different Groups...
- Joints_grp
 - Curves_grp
 - IK_grp
 
14.Lock and Hide - Non Usable Keys.
15.Limit All the Attributes......!!
Shark(BRUCE) | RIG | TEST
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