Bucky Bunny WIP rig demo

 Click here to watch the demo video...



Here is a quick WIP rig demo for Puppeteer Lounge new character Mr. Bucky Bunny. The rig will be available for our animation students to practice super toony cartoon animation exercises utilizing the many different kinds of animation gimmick that is built into this rig such as bendy controls, scalable controls, multiples and smears. We will also have Bucky Bunny in our Rigging Workshop under the upcoming new Super Toon Rigging Workshop. More details with animation test will come soon 🙂

#rigTips on Faster Character Rig

https://www.facebook.com/puppeteerlounge

#‎rigTips‬:
Avoid using a lot of contraints in a rig unless it is absolutely
important (needed). To create a stable, fast rig use parent child
hierarchy based relationship for rig objects like controls and joint.
Often time a direct parenting is the best solution of fast, intuitive
and scalable rigs! Using a direct connection from controller to driven
joints also speeds up the rig. This is applicable for FK joint chains.
Lot of the time, we use constraints from controller to drive these
joints which in greater number significantly slows down the rig (for
complex rigs). In the fig. I used the locators to store the offset
position of each joint, so that we can directly connect from control
object to joint to maintain offset.

Always use a proper rig hierarchy system: Hierachy in a character rig is similar to a book library where you have a lot of books kept in each department in an orderly manner. Think about it, let say there is no library and we have books all over the place, you will be spending a lot of time searching that one specific book you needed! Well that is the same case with a character rig, your PC will have to process each of those nodes to process the calculation, hence a slower rig. Below is an example of a standard rig hierachy for character setup. 🙂

ü  (Character)_ALL                                                                                (Top Node)
o  
(Character)_TRS                                                       (Transform
Node)
o  
(Character)_PP                     (Puppet
Parts Node)
§  (Character)_IK           (IK handles
Node)
§  (Character)_SKL        (Skeleton Node)
§  (Character)_CC          (Control
Curves Node)  
§  (Character)_LOC         (Locators
Node)               
               
o  
 (Character)_GEO                                                                      (GeometryNode)                                                                                                
o  
(Character)_XTR                                                                                                              (Extra
Node)     

e.g.

ü  Momo01_ALL                                                                                                                                                   
o  
Momo01_TRS                                                                                                                                   
·        
Momo01_PP                                                                                     
§  Momo01_IK
§  Momo01_SKL                                                                   
§  Momo01_CC
§  Momo01_LOC                                                                                  
o  
Momo01_GEO                                                                                                                                 

Momo01_XTR         

       
Join us at Puppeteer Lounge for educational training Character Rigging Worskhops!