Earthworm Jim model and rig ready. Version alpha

Finally I finished the model and custom rig of one of my favorite's sega heroes - Earthworm Jim.
The rig is nothing very special at the moment.
There are still quite a big list of edits and new features, I would like to add to the rig. But for now I wanted to share the current version, as an example of what I learned from numerous tutorials and what I am already capable of doing.
Shortly the model and rig has the following characteristics at the moment:
- a pretty basic model, with no special fancy modeling elements;
- the texturing is very basic at the moment, just using simple texture colors;
- each object has a UV layout created for future custom textures and bump maps etc.;
- the model has separate elements for the costume (or body of the model) and Jim's body (or Jim's head). They can be treated as completely separate objects and animated separately;
- the costume has gloves and pants/legs models as separate objects. I figured, it would be simpler to deal with them separately when making UV layout, rigging, weighting and texturing;
Thought I ran into a small issue with gloves, when you can see they are actually attached to the bicep during performing of certain deformations;
- the belts/suspenders (or stripes, as I called them in the rig) are made with a separate object which is constrained to the costume using Mesh Deformer;
- the eye balls and the irises are also made as separate objects. And the eye balls are not moving, rather than the irises are moving on the eye balls' surfaces;
- the backpack and the gun with gun-holster are modeled, but are switched off, as I will add them to the rig in next versions;
- Jim's body/head is sitting inside the costume and can be constrained to the costume's spine movements, so that it doesn't penetrate the costume's mesh, when the costume is deforming
- Jim's body/head has so called "upper tail" and "lower tail", which are obviously the earthworm's body above and below the "face" area;
- both "upper tail" and "lower tail" can be either manually controlled or switched to IK dynamics state. This can be set separetely for each "tail";
- the "upper tail" has an additional setting of how strong should the IK dynamics holding be.
- the mouth has both manual and Pose-Morph controls;
- Pose Morph controls have several main mouth poses set up;
- Jim's brows can be controlled either altogether, or separately by left or right brow or by each segment in each brow;
- legs and arms have only IK controls at the moment;
- legs and arms have additional bending controls;
- the Spine has squash and stretch build-in, which can be switched on/off and adjusted by additional separate user data control for each joint;
- Additional user data controls are put on screen.

Here is a demo video of the rig main capabilities. Sorry if it's too long, tried to make it as short as possible.


Download the rig here.

The list of upcoming edits and enhancements is coming in a separate post a bit later.

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