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Woman Base Mesh Character Rig — Blender

A character rig that focuses on anatomical accuracy using an intuitive control system geared towards being animator friendly. Animators can use the rig for flexible posing and animation with the rig’s interpolating spine and adjustable center of gravity controls that performs realistic, smooth deformations and even allows for squash and stretch. IK (inverse kinematics) and FK (forward kinematics) leg systems can be switched mid animation utilizing an attribute-based switch to perform fluid movements, such as in walk cycles and acrobatics, as well as offering an adjustable foot roll for straightforward foot lifts, tilts, and lands in different footwear.
Model by Yaroslav Lytvyn.

Render of leg system performing a walk cycle.

Controls of leg system performing a walk cycle. The leg system uses an IKFK switch, set to IK, for flexible posing and animation, as well as offering an adjustable foot roll for straightforward foot lifts, tilts, and lands in different footwear.

Render of leg system performing an acrobatic flip.

Controls of leg system performing an acrobatic flip. IK (inverse kinematics) and FK (forward kinematics) leg systems can be switched mid animation utilizing an attribute-based switch to perform fluid movements.

Render of torso system performing a walk cycle.

Controls of torso system performing a walk cycle. Animators can use the rig for flexible posing and animation with the rig’s interpolating spine
that performs realistic, smooth deformations.

Render of torso system performing an acrobatic flip.

Controls of torso system performing an acrobatic flip. An adjustable center of gravity control enables realistic, smooth deformations and the rig’s interpolating spine features squash and stretch.

Anatomy Reference used to place, name, and order bones in their relationship with the mesh.

Anatomy Reference used to place, name, and order bones in their relationship with the mesh.

Animation Reference used to animate walk and acrobatic cycles, ensuring weight is realistic, while still pushing elements of animation like arc, overlap, follow through, and exageration.

Animation Reference used to animate walk and acrobatic cycles, ensuring weight is realistic, while still pushing elements of animation like arc, overlap, follow through, and exageration.