Motion Capture & Rigging
I’ve used Blender for all my animation work but never seemed to have the time for rigging. I decided it was about time to go down that particular rabbit hole and what a rabbit hole it is. Rigging is definitely a huge area in on itself and although I got the basics I realized it would take a very long time to correctly rig an entire human model. Luckily as is often the case other people have been working on solutions. One such opensource program focused entirely on the human-ish form is called Makehuman and they have a blender compatible rig as well. It doesn’t take long with makehuman to fiddle with proportions and come up with a human that fits the bill. I then exported and brought that into blender but animating every tiny bone takes a lot of work, even with inverse kinematics. I decided I’d find some motion capture data and apply that to the rig. And viola! Since I was also playing with the dome visuals at the time I decided I’d also try a 360 export.