Website powered by

Mecha Character Rig — Maya

A character rig that specializes in intricate, mechanical motion utilizing a straightforward control system designed around ease of use for animators. Complex, mechanical parts are animated smoothly using set driven keys over lots of individual controls, using pads to allow for minute adjustments and emitters for particles, that add a layer of complexity to the animation without being time intensive. Animators can use the rig for dynamic poses and fluid animations effortlessly with the rig’s Spline IK (inverse kinematics), IK, and FK (forward kinematics) limb systems, which can be switched mid animation with a single attribute. A foot roll enables painless foot lift, tilt, and land.

Model and Texure by Luiz Perez.

Render of Mecha Rig performing a walk and discharge.

Render of cannon system discharging. Set driven keys over lots of individual controls, using pads to allow for minute adjustments and emitters for particles, add a layer of complexity to the animation without being time intensive.

Render of cannon system articulating. The rig’s Spline IK (inverse kinematics), IK, and FK (forward kinematics) limb systems, which can be switched mid animation with a single attribute, offer dynamic poses and fluid animations effortlessly.

Render of torso system articulating. Set driven keys over lots of individual controls, using pads to allow for minute adjustments, add a layer of complexity to the animation without being time intensive.

Render of leg system walking. The leg system uses a triple jointed IK chain with a foot roll for painless foot lift, tilt, and land, and set driven keys over lots of individual controls to add a layer of complexity to the animation effortlessly.

Render of arm system discharging. Set driven keys over lots of individual controls, using pads to allow for minute adjustments and emitters for particles, add a layer of complexity to the animation without being time intensive.

Render of arm system articulating. the rig’s IK (inverse kinematics) and FK (forward kinematics) limb systems, which can be switched mid animation with a single attribute, can be used for dynamic poses and fluid animations effortlessly.