I am finally am to start rigging Rooster for the final time! With his mesh being finalized, I was able to start on his final rig! I did run into some issues with scaling, pivot points, and not freezing the transforms. Which I worked with the team and ended up just fixing some of the issues myself. With this being the final rig for rooster I have been taking the time to think of just about everything we could possible need the character to do! From any movements large and small! I used advanced skeleton to create this custom rig for rooster where I added a lot of components! From the tail to the inversersed legs, while also making fk and IK switches for them! To making the ear controllers or breaking the eyes and making the custome movement the team is looking for!
Rooster face has been a pain to set up! It has many custom things the team was looking for, and in turn I had to lean a lot more about advanced skeleton so that I could do what we are looking for! I think I am getting really close now with being able to move the pupils around the eyeballs. As well as changing the size of the pupils, having a blink, squint, and a wide on the eye lids that are custom to advanced skeleton. All so that animators will have the easiest time they can when animating rooster!
This is where almost all of my time has been spent this week! Advanced skeleton gives a little too many bones, so it takes a ton of time to smooth everything out. Then see what is broken once again after you do it all! Then you move him to a weird position and you see what needs fixed and I just keep going and going for hours on hours! But I am getting super close! I gave the team a test rig and file for writting down problems with him!