Unlike the left arm, the robotic arm has no joints in it whatsoever. This arm is a piece of machinery, and was required to act accordingly. Therefore this arm would move with a very straight, pivotal motion as opposed to a more organic motion.
The modeller modelled the arm in separate pieces, in order to facilitate the robotic movement. The arm is also a separate model to the rest of the body. In order to make this arm possible to animate adequately, I parented each part of the arm to the next, starting from the fingers and ending with the shoulder. I then created curves in for each part of the arm that rotates (i.e. the elbow pivots, the fingers, etc.), which are very like FK handles. I then constrained each curve to their respective part of the arm. This means that the animator just needs to rotate the arms, either on the Y or Z axis.
Here is a basic animation I did to show the robotic arm in action.
When it came to binding this arm to the rest of the body, I was faced with several problems. I had initially only parented the curves to the chest controller, meaning that when I rotated the body (after binding the rig to the model, the robotic arm would move out of it's socket. I tried to solve this by combining the shoulder with the rest of the model and keeping the rest of the arm separate, but I was faced with the same problem.
I solved this problem, by trying out an idea, which was to create a new joint from the chest that would go to the right shoulder. I then constrained both the first curve of the arm and the arm itself to the new joint. Now when I rotated the monster's upper body, the arm kept in place.
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