Hey Wayne!
I ended up having quite a bit of difficulty following along with the arms - nothing on your end, it just took me a few days to process what I was doing, and understanding why I was doing what I was doing - and then work out why things weren't doing what they were meant to be doing.
Only when you find a moment of time, but might I get you to have a look at my rig (mainly the arms) so far and let me know if everything is behaving itself?
Here's the DL link
PS. I'm genuinely enjoying this course!
Cheers!
Also just another quick Q. I can't remember if I have already asked this or not. But are there widget colouring conventions that could be adhered to? Ie, colouring IK's differently to FK, and tweaks. Or even going further as to colouring limbs and appendages (IE the arms are one colour, but the hands are a different one?
I also imagine as I progress with rigging, these things will become natural to understand and identify. But I'm thinking back to one of the earliest videos where you said one of a Riggers most important jobs is to make the rig clear and easy to use for an Animator.
So yes, colouring every single widget a different colour would warrant a stern word from an animator, but to reiterate my Q, are there widget colouring conventions that could be done that would brighten an Animators day?
The common colors I've seen have been red for left, green for right, yellow for tweaks, blue for center or body. As for separating IK and FK controls that's usually done by hiding layers/bone collections thru a UI script.
Hi Harris,
I'll have a look at your rig a little later today, but to answer your question about colour conventions.
There is no set colours for specific things, it's up to the rigger and the project. But it's logical to colour the same types of things with the same colours.
IK controls the same colour, FK controls the same colour, and tweaks all the same colour.
Colouring 1 side differently to the other is more common in games where the characters need to do a lot of cycles. (that way it makes it easier to distinguish the left and right when you are in side ortho view.
It's really up to you though. I would say, be logical and consistent (in the same project).
Ok I took a quick look at your arms.
It is all working correctly except for the volume variation.
That property should be driving the volume variation on the stretch to constraint. Not the influence of the constraint.
At the moment, it turns to constraint off, when it should just turn the volume preservation off.
Hope that makes sense.
Ah, I must've been moving too fast to properly pay attention! But it sure does make sense, Cheers!