FMP 8: Rigging Part2

This week I have bound the scarf and the necklace.

The main reason for binding them separately is the uncontrollable nature of the dynamics simulation. It can take a lot of time but the end result is not good.

For the binding of the scarf, I used the official Maya BonusTools, which has a DynamicJoint function that can simulate bone joints like hair or fabric.

Here I used it to bind the scarf and kept a controller at the root so that I could adjust it later in the animation, while the rest of it would be animated automatically, making it easier to animate.

And for the necklace, I tried a number of approaches. Considering that throughout the animation it is mainly the ring on the necklace that is moving, driving the rest of the necklace. So I created IK Spines at both ends, both ending at the centre of the ring. This allows the chain to move simply by controlling the ring.

Finally, the binding is complete! Now it’s time to animate.

Leave a Reply

Your email address will not be published. Required fields are marked *