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Biped Rigs

Project type

Rigging

Date

February 2022 - Present

Role

Rigging Artist

Software Used

Autodesk Maya, Blender

The project contains the biped rigs that I have worked on.

Biped rig. The rig has an IK handle used for the legs, and a pole vector to move the direction of knees as needed. The foot controller also has custom attributes for Heel Lift, Toe Pivot, Heel Pivot, Toe Swing, Heel Swing, Banking, and Toe Tap. The arms have both IK and FK handles, with a switch. The elbow also has a pole vector constraint. All the spine, neck, head and jaw bones have the orient constraint. The eyes make use of aim constraint.

Facial Rig. The rig uses aim constraint for the eyes. The eyelids are weight painted in such a way that when the eyelid controls are rotated, the eyelid opens/closes in layers as the human eye does. The eyebrows make use of a lattice deformer and clusters, making it possible for the controllers to move parts of the eyebrows based on the vertices. The wrap deformer is used to build the rig for the eyebrows. The neck joint has a parent constraint, while the head has an orient. The tongue has custom attributes for Bend, Sway and Twist and these are created using the connection editor in Maya. The nose has parent and scale constraints. Similarly for the ears as well.

Biped Kid Rig. The rig is created using the Rigify bone collection, by properly skinning and weight painting the different parts of the body.

Hand Rig, where in the main controller for the hand has custom attributes created for each of the finger's curl and spread functions. These functions are created using the connection editor in Maya.

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