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"Kellyrig"
The Skeletal Constraint
System
Kellyrig is a
a fully rigged, seamless 3D character created using Hash's Animation Master
software. I created Kellyrig because I didn't like the way that
the best leg setup to date was set up and felt they could be improved
on and I went from there.
If
you find any bugs, for me to rectify them it's best to make an action
showing the mistake. Please send me your actions, if you make some up,
I'd like to see how you animate so I can take that in to consideration
and make a better rig.
Left
Hand and Right Hand (pose sliders)
This pose
slider makes the hand follow the hand control bones at 100% or follow
the orientation of the forearm (this slider is good for roughing out animation)
Anchor
bum- anchor shoulder (pose slider)
-Anchor bum controls
where the spine anchors from the top of control bone to the bottom. Anchor
bum when the bottom must be in a predictable position (stuck to the bottom
point of the lower spine control bone) and and the shoulders are the flexible
factor.
-Anchor shoulders when
the shoulders must be in a predictable position (stuck to the top point
of the top spine control bone) and the bottom is the flexible factor.
*
Note on all the constraint switching poses:
These are
based on two bones- one replaces another. This needs to be remembered
when animating. It must be understood that between -99%--80% and 80%-99%
the bone being replaced is visible so that you can align the bones to
assure a smooth movement. At 100% the bone being replaced disappears!
Bum
up or down (pose slider)
This pose replaces an
upward pointing control bone for a downward pointing control bone. Upward
is good for when the character is seated Down is good for when the character
dances or shakes its bum.
Big
Spine- Top Spine (pose slider)
This provides
an option to have the traditional two bones above each other for those
who prefer it or my new big bone/small bone configuration. There are four
combinations of the control bones to mix and match.
***the "big spine
con" and the "top spine con" translate the spinal column and
leave the ik hands behind the fk arms move with the spinal column. *this
is good for a character hanging on to the back of a truck with one hand
(that arm is in ik mode) and the character is flopping around but their
feet and one hand are attached.
IK-FK
swiching (pose sliders)
IK
arm
When in IK
mode only bones visible there are the hand control & bicep bone. Use the
hand control for translation and rotation. and the bicep bone for the
control of the elbow. -when in ik mode use the hand control bone in a
regular ik fashon.
FK
arm
When in FK arm do not
translate the hand control bone- use the forearm control bone and the
rest of the fk arm as you would expect. The orientation of the hand is
controled by the hand control bone.
*Heel
Control Bone*
Heel control bone
roll taps the toe! Lifting the tip of heel & rotating grinds the ball
of the foot
into the ground- Be sure to realign the heel & foot bone after grinding
this will prevent the foot from getting out of alignment.
Extra
Hidden Pose : - Knee Follows Feet +
For users to adjust the amount of knee control following the
feet - 20% is the default setting (the lowest settings won't work).
I don't see myself
as an animator, so if people who are could try and use this model and
send me their feedback it would be much appreciated.
Robert Kelly
(meshsmooth@optushome.com.au)
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