Character Building Process for Project “Last
Drop!”
Skeleton and Inverse Kinematics
(IK handles) Setup
Setting joints:
Setting “rest
pose”:
Adding IK (inverse
kinematics) Handles:
Setting
constraints to IK Handles:
Add Selection
Handles (optional):
Head Node Creation
Set
Soft Body Dynamics
Setup
“Freeze Transformation” of the torso
geometry, then proceed accordingly.
1.
Create a lattice for the torso (body) with the
following inputs: [s]à 2, [t] à 6, and [u] à 3. Make sure the option “parent lattice to
selection” is checked.
2.
Bind lattice to joint13 or “pelvis joint” with “color
joints, complete skeleton” as activated options (select just lattice, not “torso” geometry).
3.
Select just torso geometry and go to “Bodies” à soft
bodies. In the option box, select “Duplicate,
Make Copy Soft” and a weight of 1.
Engage “Hide Non-Soft Object” and “Make Non-Soft A Goal”.
4.
At this point, create the blend surfaces for any
surfaces that will be attached to the torso (i.e. neck, legs, and arms).
5.
Select the “copy” of torso (soft body) and open “Attribute
Editor” window. Go to “Copy of
torsoParticlesShape” tab and locate the “Per Particle (Array) Attributes”.
6.
Right mouse click on “goalPP” section and select “Component
Editor”.
7.
Select the particles to edit goal weight on a per
particle basis (this will affect which section of the torso will “jiggle” more
or less).
8.
Select “copy” of torso then go to “Fields” à create
gravity. Link the gravity to the “copy”
of torso via “Dynamics Relationship” window.
Finally, add “Springs”.
9.
Set up a particle disk cache for testing
purposes. Select “copy” of torso and in
the “Channel Box”, make sure “set cache data” is on and “enable scene
cache”.