Component 1 –
When beginning to rig a mesh, in this case it was the body of a woman, there are a few things that I had to keep in mind.
– Skeletal/bone layout (Where each bone is meant to be placed inside my mesh)
– Extension of Joints (Making sure that the joints don’t over extend)
– Skin Binding (Ensuring that there are no anomalous folds in the skin after the bind)
Skeletal/Bone Layout
The bone layout was heavily dependant on what animations I was trying to achieve from my mesh. I wanted to make sure that there was a full range of movement in the arms, legs, fingers, neck and feet so to complete the animation I desired.

I began with the arm bones, where I inputted the shoulder bone as my starting point. From here I created more joints to follow the structure of a human skeleton, however, I incorporated a ‘roll’ bone between the elbow and the wrist. This allowed there to be a slight orientation of the forearm ‘muscles’ when the wrist rotated. This created a higher level of realism for my mesh as it acted as though the ‘extensor’ muscles were being activated in my object’s body.

Each joint I created needed to be appropriately orientated on its pivot point to allow for a realistic rotation of its origin. For example, my elbow bone needed to be edited so that the axis followed that of the shoulder bone, so that if there was an alteration in its rotation, the wrist and other bones below it in the hierarchy would also follow.
After correct implementation of the elbow and wrist bones, the next thing I set out were the finger bones. This was very time consuming as each orientation of each knuckle and joint needed to be correct otherwise my control systems would not work to their full potential.

Not only did I use the above image as reference but also used my own hand as a live representation of what should happen with the finger movement/orientation.
This was highly useful as being able to refer to something in real life is a lot better than to follow guides through a picture.
After completion of the arms and hands I began to shape the head bones, starting from the neck as this would connect well to the top of my subject’s spine.

I used one bone for the scapula, one for the vertebrae, another for the back of the jaw which also extended to the top of the skull, and then a final bone coming towards the front of the jaw. This ensured I could get a full range of movement in my subject’s head without any problems.
I then moved towards the lower half of the body, this was relatively easy due to the lack of fingers and bones from the waist down.

I used a bone for the hip, one down to the knee, then to the ankle, one for the ball of the foot and one of the toe tip. There was no need for individual toe bones as I was not intending on animating them or setting them up for rigging.
Extension Of Joints –
It was vital for bones such as the knee and elbow that they could not have hyperextension (extend further than what they care capable of). I made sure that this did not happen by having control systems linked to both the knees and elbows that ensures of correct rotation and no inverting when moving the rig around. The image below shows a representation of what hyperextension of the knee is.

However, there also needed to be limits on the finger rig, so that the control systems could also not overextend the fingers resulting in a lack of realism in the rig.

The right of this picture shows what the furthermost extension of the fingers can reach to, anything beyond this would look unnatural on the joints on my subject.
Skin Binding –
As can be seen in the picture below, if an arm is out and away from the subject, there is a pull of the outer chest and underarm of the skin, however, the opposite side shows that this stretched skin comes back and almost folds upon itself once the arm is down by the woman’s side.

This was vital when it came to weight painting my character, I needed to make sure that the areas that are affected by each joint were almost perfect so to replicate that of normal skin and increase the reality of my rig.

Another area that was difficult to weight paint was the rear of the knee, after many attempts and editing I was able to create a fold in the rear of the knee when my character bent it. It was important to make sure that the skin of my subject also stretched back to its origin after the bend in the knee had straightened, I made sure of this by set keying animations and moving the skin manually as this was not able to stretch back properly after the bend on its own.

































However, there are many other logos that are also successful :










After looking through these character, I decided that I wanted create one that advertised itself of a cereal box.




































