Now that the base skinning and face rig is done, on to the final bits. Again, thinking in broadstrokes, we're trying to cover the biggest areas of the character (the base rig), then what they'll see next (the face), then wrap up with polish detail. Details that if production time was tight, could possible be forfeited with minimal impact on the final output.
You can spend ages on a rig, finessing every vert, adding control after control, and though that's not a bad thing, it's not always particle. As the itch to properly animate this character grows, the desire to paint hip crease correctives and stomp on stray verts on the back of the tail shrinks. I want to see the character moving, slamming around! I want to recharge my rigging batteries by ramping up the actual animation I had in mind when I first saw the model being developed.
So that being said, here was the final bits of the rig before calling it good enough to start animation.
Jowls
The original setup I had for the jowls worked, but didn't work well once I saw it in the walk cycle. So I stripped out the constraint setup and switched it to an Aim constraint setup. Each control aims at a null constrained part way from the jaw to the sternum, the results is more natural with a nicer spread.
Tail Extras
I wanted the tail to have a bit of an accent, so I added 5 single FK controls to give the main fingers of the tail design the ability to fan out and break up the shape.
Spine Ridge
To help sell the size of the creature, I wanted each ridge on the spine to be able to move. This will be nice when the character slams to the ground and these can react in a sharper more offset way than the main body, giving the performance more texture.
To create this setup, I created a poly plane along the spine with a single face per ridge. I transferred the weight from the body to the poly plane. From here, I have a tool that will create an empty group parent constrained to the same weights as the verts of the poly face. It's a bit easier to set up than a rivet constraint and results are a bit faster at the cost of not being as precise. Once the empty groups are created, I constrain my single FK controls to each one and paint the weights accordingly. As a final touch, I create a series of twister controls that spread out their rotation values across the FK chain, so I only need to animate a single control to fan 5 ridges, while leaving each FK control to spot fix if needed.
Anim Muscles
This sounds more complex than it is. In practice it's a series of single joint FK controls constrained to the base skeleton. The joints from these controls are painted into the weights of the main body. Though the results from the walk are slight, once I properly hand animate the controls to flex, scale and bounce, it will really help sell the size. To see a great example of this, check out
https://x.com/jitterbot/status/1638227227879043073
That character has a similar setup and you can see just how much the jiggles can make a character feel massive.
You can see all these pieces shown in the movie below
- The ridge controls and twisters
- The jowls under the jaw
- Tail details at the end
- Anim Muscles (blue octagon shapes scattered over the body) move more than the area they affect since the weights are pretty light at the moment
- Anim Overlap controls, the yellow dots, are my own real time Maya tool give some dynamic life to FK controls and chains. Nothing too fancy, based off Maya dynamic nHair. I use it everywhere for first passes, and in this case it's used to make sure everything is working, less so for final production.
And there we have it. The kaiju base rig is completed and ready to start animating! Very exciting times. Once I get into animation, I'm sure I'll update the rig further with more controls, different constraints and most like a full corrective SDK set to help with volume preservation at the wrist, elbows, ankles and knees. But that will have to wait until... next time!
If you have any questions or thoughts, by all means ask!