Abstract

This paper intends to present a new type of rigging method through experiment to ensure that a quadruped character in 3D animation can implement more realistic movement. Particularly, there have been many problems in animating the hind leg of a quadruped animal character with four joints. To solve this problem, through an experimental study for IK structure, upper joints of the leg are moved by IK, an auxiliary joint is made and linked with IK and Aim Constrain is used to move the lower joint according to the IK movement of the auxiliary joint to ensure that the basic structure follows the rigging structure of a two-legged character but the movement of a quadruped character can also be implemented. It is expected that this method can implement more efficient, realistic and natural movement of a character.

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