Giraffe
Game production rig developed for Disney Research
Features:
-Full body and face rig -Stretchy arms and legs -Squash and stretch spine, neck, and tongue -Individual eyelid controls with soft follow lid deformation -Facial blendshapes for mouth expressions -IK spline tongue -FK/IK hybrid neck with volume preservation -Flexy Spine and tail (fk/ik hybrid) -FK/IK switching arms -Custom foot and hand attributes -Space switching -Advanced twisting for arms, legs, and spine -Fully scalable -Multiple options for leg twist -Mesh display customization -Fast playback speed |
I had the privelege of creating this graffe rig for a Disney Research augmented reality project that utilized the Unity engine. Because the rig needed to work in Unity, I had to make some specific features for our pipeline to ensure the rig performed adequently. While there were some restrictions, I dedicated as much time as I could to make the rig as robust as possible for animation. This includes a number of FK/IK hybrid sytems, an array of custom foot controls for locomotion, and a fully functioning facial rig. I also created a version of this rig that featurs squash and stretch functionality for the limbs, while preserving the volume of the geometry.
In particular, I spent a good deal of effort on the giraffe's most dominant feature - the neck. In addition to having both FK and IK controls active simulataneously, the neck contains a number of math utility nodes to allow for mesh volume preservation. Since this character's primary movement for the project was to walk, I also made sure to include a wide number of foot features to achieve locomotion. Some of these include a three-pose rolling motion, banking, fetlock compression, and pivoting.
Examples of the full body rig including the face and squash/stretch features:
In particular, I spent a good deal of effort on the giraffe's most dominant feature - the neck. In addition to having both FK and IK controls active simulataneously, the neck contains a number of math utility nodes to allow for mesh volume preservation. Since this character's primary movement for the project was to walk, I also made sure to include a wide number of foot features to achieve locomotion. Some of these include a three-pose rolling motion, banking, fetlock compression, and pivoting.
Examples of the full body rig including the face and squash/stretch features:
Rig features and node connections: