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Character Development: Female Adventurer Rig and Animations

Here are some animations for the female adventurer!
The three animations were designed to convey her characteristics .
These animations do export fine as FBXs, but won't upload correctly into Sketchfab so I have posted videos.
There appears to be issues when uploading bones rigs that use curves/splines as control objects.

There are also some brief images detailing the rig I produced for this character.

It is a FK/IK blend rig, In retrospect I could have just had an IK rig, as I stuck with it when I animated, but as this was coursework I wanted to cover my bases.

The facial rig is based on a radial system rather than one simulating muscles; this seamed more appropriate as the face geometry wasn't very detailed.

Female Adventurer: Dudu Animation

The Adventurer Girl stepping into something nasty whilst running, then falling over checking it out!

This animation was to showcase the somewhat comical and clumsy side to the character.

Female Adventurer: Slingshot Animation

This animation is to show the character's feistiness and capability in action.
I love the secondary animations of her blowing her fringe out the way and licking her lips before taking the shot!

Female Adventurer: Strop Animation

This animation is to convey the character's quickness to temper, which I gleaned from the model sheet.

The stomping of her feet helps bring back that sense of cuteness in the character.

Here is the IK blended rig and the base bones system for this character.

It is A LOT more complicated with helper / constraint objects, but this image makes sense to most!

Here is the IK blended rig and the base bones system for this character.

It is A LOT more complicated with helper / constraint objects, but this image makes sense to most!

I separated the rig into 3 parts.
1) The base rig.
2) The base rig plus FK blended controls.
3) The base rig plus IK blended controls.

I separated the rig into 3 parts.
1) The base rig.
2) The base rig plus FK blended controls.
3) The base rig plus IK blended controls.

On the left are the face helpers, each point was where a bone radiated from the head joint.
On the right is the facial animation UI. The controls were wired remotely from the geometry for ease of use.

On the left are the face helpers, each point was where a bone radiated from the head joint.
On the right is the facial animation UI. The controls were wired remotely from the geometry for ease of use.