Tinker Bell
Game production rig developed for Disney Research
Features:
-Reverse foot with multi-pose role attribute -Bend limit foot angle and toe straight angle attributes -FK/IK switching arms and legs -Three bone forearm twist and custom humerus twist system -FK/IK hybrid spine with advanced twist -IK spline neck -Custom wing curling controls -Custom finger curl attributes -Dynamic parenting throughout -Character settings -Fully scalable -Corrective shapes -Quick playback speed -Unity ready |
It was an exciting opportunity to create a Tinker Bell rig for Disney Research. This rig in particular was used in an augmented reality experience where she flies around the viewers. Tink needed to run in the Unity game engine, so it was my responsibility to ensure her rig had the necessary features to achieve both appealing animation and proper performance within the engine. While there were some limitations in the advanced features that would work within our production pipeline, I was able to implement a few exciting ones including a reverse foot system with multi-pose rolling and the ability to set the angle for when the foot starts to roll and straighten out.
To achieve the reverse foot system, I constructed it using a series of clamp, multiply, and set average nodes. The animator is capable of setting a custom value in the channel box to trigger the breaking point for the foot roll. Multiple/Divide nodes were also used in the construction of a three-bone twist system on the arms and legs. This twisting system helps to create more natural deformation and combat the candy-wrapper effect.
Since my team was not using simulation for Tink's skirt, I created a series of corrective blend shapes to prevent any significant penetration with the legs. In addition to the skirt, a number of corrective shapes were used on her body to create more appealing deformation.
Tink's wings are FKs that allow the animator to control individual sections. I added in a custom control, however, to allow for a flap or curl effect. Her neck and spine were also constructed using a spline-based system that allows for both translation and rotation manipulation, in addition to stretching. It was a lot of fun working with Tinker Bell overall, and I am happy to help bring to life a notable character such as her.