| 1) Set Up Joints |
| 2) Add Controls To Joints |
| 3) Add IK to Rig |
| 4) Program Switches and Joint Restrictions in Hypershade |
In Hypershade you drag different nodes resembling the objects or actions to other nodes and link then together. For e.g. This finger controller will rotate but it will rotate 3 different joints evenly at the same time. And this can only be done by programming it to do so in the hyper shade. You can also use a controller to turn the visibility of other controllers on and off shown in the pictures down the bottom. This hand controller switches the arm between IK and FK by just changing a number as well as changing the controllers used. All using hyper shade.
Abstract Conclusion
After the question was asked "Why a beaver?" we realized that conceptually we had drifted and were looking at things too technically. Would we then try to make a realistic beaver? So we decided to move on from the beaver and create a second abstract character. This character would be the same as the realistic character showing the true differences between the two. Although the character was not bound to the rig I could still gather a conclusion on the abstract character by positioning the rig. In terms of movement and animation an abstract character is in most regards simple. Technically though the abstract is a nightmare. The more freedom the character has the more programming you need to do so the rig can perform. If you are truly worried about falling into the valley then an abstract character is a good path to take.
Abstract Conclusion
After the question was asked "Why a beaver?" we realized that conceptually we had drifted and were looking at things too technically. Would we then try to make a realistic beaver? So we decided to move on from the beaver and create a second abstract character. This character would be the same as the realistic character showing the true differences between the two. Although the character was not bound to the rig I could still gather a conclusion on the abstract character by positioning the rig. In terms of movement and animation an abstract character is in most regards simple. Technically though the abstract is a nightmare. The more freedom the character has the more programming you need to do so the rig can perform. If you are truly worried about falling into the valley then an abstract character is a good path to take.
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