

The rib cage is designed to maintain its volume and the clavicle, shoulder blades and even the knee caps have realist motion built in. At joints such as the knee, the thigh bone geometry rolls over the calf bone with the underlying kinematics adjusting to allow for this realistic motion. This is a digital asset character of a human skeleton that is rigged to simulate accurate skeletal motion. This character uses several nested digital assets that play the dual role of rigging tools and animation controls. This character was demoed at SIGGRAPH 2004 and is available as an example of a light Houdini rig. This is a digital asset character that contains the rabbit's geometry, bones, and rigging controls. Or put another way it captures by defining surface features, and attempts to create bone driven animation without the need for weight painting.Īdded some extra features, cleaned out redundant ones, and general fixed bugs. It augments the concept of capture regions by being able to work *between* the implicit spaces of all (local) capture regions. The best description I have for this comes courtesy of Mario it's inter-bone bridging - a directed, cross-spatial component.

Version 1.2 of a new idea for how to capture and deform characters.

PackageMan, Troll, Super Gramps, IK-Joe, IK-Jane (maya) It can either be used to exercise your animation skills, or it can be adjusted to fit inside a character you have made.įeatures in v1.0: Jason Osipa facial setup, IK/FK arms, individual finger control, IK legs, strechy spline IK back and accessory controls. The MrMotionRig is a biped rig designed for intuitive animation.
