In the Dragon Kimo project, I created the character model using ZBrush and then performed the retopology in Maya. Once the model was complete, I proceeded to build the body rig. The goal of this project was to experiment with new systems, which is why I designed wings and a long tail. I applied dynamics to the tail to explore how this element interacts and behaves realistically within the rig, bringing an innovative approach to rigging complex creatures.
In the Dragon Kimo rig, the Global Scale function allows for uniform adjustment of the character’s size while maintaining the rig’s integrity. This tool makes it easy to scale the entire model without altering proportions or rig functionality, providing flexibility to adapt to different sizes and contexts in animation
The Dragon Kimo rig features IK/FK Spine for toggling between Inverse Kinematics (IK) and Forward Kinematics (FK) for the spine. It also includes Squash & Stretch to add expressiveness by stretching or compressing the backbone.
The Dragon Kimo rig features a Neck System with a chain of joints that allows for extensive deformation. Additionally, it includes chest spaces to enhance control and flexibility of the neck in relation to the torso, enabling precise and natural adjustments in animation.
The Dragon Kimo rig features a legs system that allows toggling between IK and FK for added flexibility. It includes Squash & Stretch for stylized deformation and Foot Roll for precise adjustments in foot movement.
The Dragon Kimo rig features a tail system that combines IK for the wing’s arm and FK for the tail’s branching segments, enabling smooth opening and folding of the wings. Additionally, it includes spaces that allow the tail to follow or not follow the body, providing extra control for animation.
The Dragon Kimo rig features a complex and highly functional tail system. It consists of a long chain that can move in both FK and IK simultaneously, achieving a high level of deformation. Additionally, the system includes dynamics that enable the tail to move autonomously when the character is displaced, creating a base animation. The dynamics offer options to adjust the stiffness of the tail movement, providing flexibility in animation.