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Rigging Quads: Specific Help needed

Dawsky
polycounter lvl 9
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Dawsky polycounter lvl 9
Hey there.

I`m using Maya 15. I know the basics but I´m kinda new to rigging, yet I was asked to RIG and animate an animal for a next gen-game. There is fur pointing UP at the back of the animal, kinda like that red thing on a rooster`s head. I later want to animatie that fur part like it is waving in the wind left and right, it should also automatically be affected by the force originating from the animals body when walking, running, attacking, being hit etc.

My question is how would I have to setup the rig in order fit my needs.
I was looking through google for tuts on that topic but with no luck.

I guess jiggle joints could do the job? but how do I set em up in maya 15?

Due to privacy policy I can not show you guys the actuall mesh, so I drew a little to try to make things clear.

Any help is much appreciated. I hope you get me right, since english is not my first language.

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a8lv5t4g.jpg

Replies

  • monster
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    monster polycounter
    For every spine joint just add an extra joint or two sticking up along the fur and weight to those. It doesn't need to be one to one with the quads. I also wouldn't bother with jiggle / spring joints. You'll spend more time time massaging/baking/looping the dynamic animation than you would just putting down a few keyframes.
  • Blond
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    Blond polycounter lvl 9
    I may be able to help you.

    Quick question about the fur: Is it made of alpha planes like hair or is the fur made with the multiple surface methods like real time fur?
  • Dawsky
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    Dawsky polycounter lvl 9
    Blond wrote: »
    I may be able to help you.

    Quick question about the fur: Is it made of alpha planes like hair or is the fur made with the multiple surface methods like real time fur?

    Hi.

    The fur is just a simple plane with multiple subdivisions, later an alpha texture will be apllied.
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