Aargh the Bird

Aargh is my first filly rigged character! He was modeled, unwrapped, and rigged in Maya.

The rigging was the challenge here; as you can tell from the video, it wasn't really animation-ready. I'm proud of some things, like the stretchy neck, which can switch between IK and FK controls, the simple leg controls, and aspects of the spine. However, a lot of things didn't go as planned. The blendshapes - of which I had a nice range, controlling eyebrows and mouthshapes - got completely disconnected at some point, and I only figured out after the mesh was bound. Which is a huge lesson learned: be careful about deleting history! The arms also didn't work out so great. They're also on an IK/FK switch, so there are 3 joint chains at work, and clearly some axis are off or some rotation, when constrained to another joint, didn't maintain offset. So, switching between IK/FK can really make the arms go crazy. Lastly, the global scale controls don't work properly (some joints are clearly double-transforming when scaled) and I imagine that's because the hierarchy of joints and connections isn't organized properly. So I'm proud to show my first attempt at rigging, and I'm confident my next rig will be a lot better! However, I like the character's design and model. Here are some renders of it I made early on, when the model was near-complete and I quickly bound it to some joints to test out.

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Aargh is sort my personally curated "Parts of Birds: Greatest Hits". He's got a that neck borrows from ostriches and pelicans, the beak borrows from ducks and parrots, the torso and hips come from chickens (especially the film Chicken Run), etc.

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He was fun to design; I especially like his "collar", making his torso feathers look like a shirt.

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My idea is that he was a sort of roguish character; he looks pretty handsome, but his body isn't exactly built to be particularly useful. He's got wimpy wings, spindly legs, and a noodley neck, so he has to make up for that with a big personality.

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3D ModellingBrian Martone