top of page
Search

Oni Drunkard Model WIP: Rigging and Animations

  • dcoleman97
  • Feb 4, 2022
  • 2 min read

Updated: Feb 11, 2022

The focus for this update was mainly trying out some animation testing, and adding cloth physics to the tests to give some dynamism to the oni's movement. This was done just using some of Blender's built-in physics simulations, as well as some controller bones on the sleeve cuffs to keep things a bit easier to control.


First a look at the rig!

The rig contains some of the simple controllers I've done on past projects, as well as a few new additions that are different on this one. I reused the weapon grip/holster controller style from the swordswoman rig, and actually used IK for the tail on this one, whereas I did all the posing manually on my previous 2 tail rigs. Additionally, I added a controller for the necklace and sleeves, and gave them custom ring shapes to make them easier to visualize relative to their shape.


This is the first render test I ended up doing with the model, testing out the cloth physics with the sleeves. I really like it on larger motions like this because it creates almost a smear effect with the sleeves trailing behind the motion.


The second test, showing the compression on the sleeves and how the physics carries the motion through.

And a lazy animation just to show how the controller in the shoulder can transition to the one on the hand, letting the oni take it from a holstered position to an active one.


And one of the first renders! Showing off the Oni in a more dramatic lighting, giving a better idea how he may look when finalized.


And a rendered out idle animation, also showing how the sleeves can move at the cuff even when not affected by the physics engine. It really helps in this instance because on smaller, smoother motions with a flexed limb like this, the cloth physics tend to freak out.


And that's all for now! Next week is all about textures, materials, UVs, and finalizing the character.

 
 
 

Comments


bottom of page