Here are another test.
- I made a low poly which I skined to a joint chain.
- I made a high poly copy that I wrap deformed to the low poly.
- Then I duplicated the high poly leg.
- I use the copy to blend shape the original.
- When the leg is bent I model the wrinkles on hte copy.
- By driven key I control when the blend should appear.
Her’s a clip that shows the result.
Now I ‘ve gone through the whole production process.
I’ve filmed my self jumping infront of the camera and from a chair far away from camera.
Then I animated my digital character so the beginning and the end matches my movment at the film.
I rendered the animation in 6 diffrent layers:
Beauty Pass
Pants Mask
Shirt Mask
Skin Mask
Shoes Mask
RGB Pass
By this way I can control almost all lighting in post.
In post I color correct my digital material to match the filmed material.
I also removed the chair I jumped from.
This is how it looks befor any post production:

Her’s the final test result:
The last days I’ve worked with the rigg. I think I begin to reach an acceptable level of functionalety.
The rigg contains som standards such as: IK/FK switch at both arms and legs, IK/FK spline,
regular foot controls lika toe tap, heel twist, toe pivote and so on and the same with hand controls, spread, twist, bend, etc.
Some features I specific made fore my rigg: The shirt doesn’t twist when the arm do.
Some secondary controls for the sleeves, and a IK-foot-control-parent-to-hip-world-switch.
Now I’m in fight with skining. I will solv most of the skining problems by skin a low poly model then wrap deform a higpoly model to the low poly.
Mor of that later on.
Here’s a pic of my rigg.
