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To see the human rig completed and in more detail click the button below

Assets learned this year

Reverse spines

2d customizable eyes

Squash and strech limbs

Ribbon spine

Facial deformations

IK/FK switching

Space switching for all limbs

Binding clothing

This year was a big one for learning how to rig. I started this year with very limited knowledge of how to make rigs. The most complex thing I knew how to create was a switch for IK/FK chains at the beginning of this year, and I ended it by coding my own IK/FK matching GUI. I grew a lot and it was mainly due to the struggles I had. I struggled mainly with hierarchy within my rigs and weight painting, both of which are things I got more experience with as time progressed and got to work on mainly with my advanced human rig. 
I think the rig I am most impressed with this year is the advanced human rig. The button below will expand on the specifics of that rig, but I really enjoyed the challenge it brought. I remember dreading starting it because of how big and complex it was compared to my other rigs, and that I’d have to rig a shoulder system.
My favorite thing to rig, though, would have to be the bat rig. I created and rigged the model for the bat freshman year of college and I decided to re-rig it this year, so it was fun to see the difference between then and now and how quickly I was able to create a new rig for the bat. I had based the model on an animal crossing character and wanted to capture the friendly feeling those characters had in the earlier games so I tried to replicate the low poly look of the game. I think modeling wise it worked, but from a rigging perspective, it was rough. If I were to do it again, I’d add more vertices to allow the character to move without the harsh creases in the geometry. Besides weighting the bat, I also had an issue with the eyes. In my original rig from freshman year, I drew the eyes on the character, for the new version I wanted to see if there was a way to create the 2d expressive eyes that were visible in the games. After a few tutorials on youtube, I was able to create the 2d eyes shown in the reel, which are two image planes tied to a controller through nodes. I’d like to go back and figure out what is causing the gray pixels on the edges of the eyes, but besides that, I am super pleased with the product. 
During this year I got more exposed to other types of rigs, mainly rigs for props such as books and clothing. I wasn’t aware that those assets had been rigged, and I look forward to learning about those types of rigs and how to create them. I also look forward to creating rigs that blend 2d and 3d aspects, just like the eyes of my bat rig.

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