Week6 Rigging

The task during this period is to rig the three character models using the ADV5 plugin tool. Then, complete facial rigging for the three character models. The final step is to import the characters (including controllers) that have been rigged in Maya into UE5. Next, I will provide a detailed introduction to the part of character rigging in Maya

Introduction and learning about the ADV5 plugin

ADV5 is one of the mainstream plugins currently used for animation character rigging, mainly applicable to Maya. I didn’t know about this plugin at first, and I didn’t know how to rig it. I learned a little in a workshop class before, and then I learn all the knowledge about the rigging part of ADV5 on YouTube.

I mentioned this rigging teaching video when I was made the previous semester’s project, and it is a great and detailed video.

The first step is to organize the outliner, clean and inspect the model, and create a new file. Make sure the correctness of the model, place and adjust skeletons according to the position of the joints.

This is the model I created for the bones and controllers. Actually, the pole of the knee is different each time, which is what I adjusted.
This step is to adjust the influence range of weights based on the joint’s control range.
This step is skinning, which rigs the models affected by the body’s control to the skeletons. Since I need to do facial rigging, I will bind my hair and face separately.
This step is to debug the effect of the skin, and you can see that the overall effect is ok, but the weights of the fingers, hands, and clothes need to be manually adjusted.

About facial rigging

These steps are to locate the character’s face, and then these points will generate controllers to control the character’s face.

This is the action test after rigging the face

This is the final rigged witch character model, and the other two models follow the same rigging method.

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