Rigging standards/notes
Translation:
Z is up
X is forward backward
Y is side-side
Rotation:
Z is rotate around the pole
X is rotate along proper knee axis
Y is rotate side-side
Initial thoughts:
We want to make sure that both our model and rig controls have proper unit scaling and ensure that controllers are at a scale of 1,1,1 before publishing.
I also want to figure out the best way to define a "resting" point for each rig controller, so that when reset to 0,0,0 it goes back to a defined location and not world origin
Capabilities:
These rigs should work for both manually keyframed animation as well as motion capture if we so choose. So, for each joint we should have a constrainable mocap control with a child manual controller, this also promotes the ability to edit motion on top of mocap
Rig settings on the root controller:
IK vs FK
all rigs should be able to have IK/FK controls, even matoran-type rigs that only have one joint per limb.
Organization:
Collection for Standard rig for manual animation
Collection for Mocap constrained controllers
Collection for any misc details that react to the main rig, like pistons, tubes, etc.
Questions:
How universal should this be? do we anticipate the need to translate any motion onto any character and do we have any hard limits in mind we draw the line at?
If universal, how should we handle differences in joint capabilities? We can get pretty far with some rigging standards but there may be the need to write some custom remapping tools and potentially use a proxy rig to store information when transferring motion between rigs.
An example parent tree:
rootCTRL_Charname
footIK_Mocap_R
footIKAnim_R
kneePole_Mocap_R
kneePoleAnim_R
footIK_Mocap_L
footIKAnim_L
kneePole_Mocap_L
kneePoleAnim_L
handIK_Mocap_R
handIK_R
armPole_Mocap_R
armPole_R
handIK_Mocap_L
handIK_L
armPole_Mocap_L
armPole_L
torso_Mocap_CTRL
torsoCTRL
chest_Mocap_CTRL
chestCTRL
armFK_Mocap_R
armFK_R
forearmFK_Mocap_R
forearmFK_R
handFK_Mocap_R
handFK_R
wpnLocator
armFK_Mocap_L
armFK_L
forearmFK_Mocap_L
forearmFK_L
handFK_Mocap_L
handFK_L
wpnLocator
neck_Mocap_CTRL
neckCTRL
head_Mocap_CTRL
headCTRL
thighFK_Mocap_R
thighFK_R
calfFK_Mocap_R
calfFK_R
footFK_Mocap_R
footFK_R
thighFK_Mocap_L
thighFK_L
calfFK_Mocap_L
calfFK_L
footFK_Mocap_L
footFK_L
I took a quick look at the different commercially available bionicles and their body-type setups. It might be a good idea to have some naming system for the capabilities of each potentially?
Matoran:
Single Joint Torso
Single Joint Legs
Single Joint Arms
Single Joint Hands
Single Joint Feet
Single Joint Head
SOMETIMES Double jointed limbs, but only in models we've created ourselves?
Toa Mata, Toa Nuva, Takanuva, all fit the matoran body type (maybe we come up with a better name for this rig?)
Bohrok:
Single Joint Torso
Single Joint Legs
Single Joint Arms
Double Joint Head
Single Joint Hands
Single Joint Feet
Rahkshi:
Double Joint torso (torso + shoulders)
Double Jointed legs
Single Joint Arms
Single Joint Head
Single Joint Hands
Single Joint Feet
Restriction of hands? or can it break the staff in two and reconnect it?
Toa Metru:
Single Joint Torso
Double Jointed Legs
Double Jointed Arms
Single Joint Head
Single Joint Hands
Single Joint Feet
Vahki:
Double Joint torso (torso + shoulders)
Double Jointed legs (backwards though)
Single Joint Arms
Single Joint Head
NO JOINTS FOR HANDS
Single Joint Feet
Toa Phantoka:
Double Joint Torso (Z rotation on chest)
Double Joint Arms
Double Joint Legs
Single Joint Hands and Feet
*One extra gimmick, usually a shoulder launcher
Antroz:
Single joint torso
Double joint limbs
Single joint feet
*Shoulder wings
Vamprah:
Single joint torso
Double Joint Limbs
*Hands act as a third joint of his limbs, and rig needs to be able to switch between Bipedal flying and quadrupedal motion (CURRENT RIG NEEDS TO BE UPDATED)
No feet