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Rigging cinema 4d
Rigging cinema 4d






rigging cinema 4d rigging cinema 4d

These joints created their own category and we called it the ‘hip root’. Then, we made legs for our character, so we went back to ‘character’ and ‘joint tool’ to create our legs and basically started where the pelvis ended. We did the same thing with the head goal, but making the display a cube and the radius: 50. We then went from ‘basic’ to the ‘object’ category and made the ‘neck goal’ a circle by going into the ‘display’ settings, making the radius: 150 and making the orientation XZ. We also changed the ‘use colour’ setting from ‘off’ to ‘on’ and made it red. Then we selected the goals, then went down to click on ‘basic’, then the ‘visible in renderer’ selection and changed it from ‘default’ to ‘on’. The reason for this is so that we could move the head independtly of the back bone. We selected the third and fourth joints of the pelvis to create another ik chain to make the ‘head goal’. We then selected the first and third joint of the pelvis root and went into ‘character’, ‘commands’ and ‘create ik chain’ in order to create the ‘neck goal’. These were in their own category we called ‘pelvis root’. We started by making a back bone for our character by holding down the ctrl key and creating the back bone. Then, we clicked on ‘character’ and then the ‘joint tool’ to help us create our joints for the character. First we clicked on the ‘bodymesh’ and thn we went into ‘tags’ and chose a protection tag to stop the character from moving when we create the rigs. Continuing off from the previous session, we learnt how to rig the character we created.








Rigging cinema 4d