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Michael Brook - BA (Hons) Computer Animation Arts, UCA Rochester

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    Turnarounds for The Giant. This model's at 1 subdivision higher than my original base model to help Maya calculate the displacement maps more accurately (otherwise there's a lot of deformation in the horns and limbs), so the model's polygons look much denser than on my base model.
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    Render Time - 00:01:37
    Render Time - 00:01:38
    Render Time - 00:00:13
    I've finished the rig and I'm ready to start animating!
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    I created separate movements for each toe so I could control them better when animating.
    Almost all 12 of the toes were at odd angles, so I had to code them in various ways to get them to behave correctly. For example, if I were to rotate a toe into the desired position, it could end up as x:18 y:-4 z:-9. To fix this, I'd code the X rotation as is, whereas I'd apply a *0.5 to the Z axis, and approximately a *0.25 to the Y axis, so each axis moves at the correct rate, and add a - symbol to the code so the Ctrl is animating to a positive value.
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    I've got everything bound and weighted - now to start blending!
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    I've got almost all of the model bound and weighted apart from the clavicles, spine, and head.

    The arms and legs have been quite awkward because my model isn't symmetrical, meaning I haven't been able to mirror the skin weights. As I want as much movement as possible in the Giant's toes (kind of like a chickens foot when it walks), I rigged each of its toes in the same way Alan's skinning tutorials advise to rig JPJ's boots. This seems as though it'll give me the desired movement.
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