Horse Rig for Multi-Production Use
Features:
-Three bone IK leg -Mathematical leg compression -Stretchy joint functionality -Mesh volume preservation -FK/IK switching neck -FK/IK hybrid tail with curling -Soft follow eyelid deformation -Custom foot rolling attributes -Individual lip controls -Space switching -Tongue jaw follow ability -Delta Mush deformation -Nostril flare -Fully scalable -Multiple options for leg twist -Mesh display customization -Fast playback speed |
This is a quadruped rig I built primarily for personal use. Capable of performing within a game and feature production, this rig features several options for animating the legs including a three bone IK leg setup for the rear legs, fk/ik switching, and stretchy limb functionality. Delta mush deformers are applied throughout the character to create smooth deformations throughout, and I implemented math nodes to preserve volume as the joints stretch and compress. Multiply/Divide nodes are also in action as the rear legs compress up, and the animator has the ability of tweaking this deformation through a custom attribute.
Facial controls and automatic soft follow on the eyelids help to create a stronger sense of realism for the animation. Furthermore, I wanted to give the animators a lot of flexibility over the tail motion by creating a hybrid fk/ik tail with an auto curl feature.
Facial controls and automatic soft follow on the eyelids help to create a stronger sense of realism for the animation. Furthermore, I wanted to give the animators a lot of flexibility over the tail motion by creating a hybrid fk/ik tail with an auto curl feature.