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Connecting up Assets to

Moom Junior’s
Character Rig.
- Bellhop Moom Jnr.
Made Joints smaller. – went to display > animation> Joint size and then set to 0.19.

• Then constrained hair to one of Moom A’s (Jnr) head joint. To do this I centered the pivot by using key D
and V to snap pivot to joint. From there I then selected the snap to joint and then selected the hair;
with this selected I then went to the rigging menu > constrain > parent.
• Constraining is different to parenting as with parenting you select the last object you want to parent
(child first then parent) this allows you to temporarily associate objects with other objects; Where as a
parent constraint allows you to relate the position of one object to another so that it behaves as if part
of a parent-child relationship and to stay with the character rig as it moves.
Following the same process I did with the hair, I used a Parent Constraint to link the hat up to
the Moom rig.
Constraining The Headphones:

Had to hold control to select group to then be able to


add a parent constraint. From there I then put the
headphones into another group so the move group can
be moved independently to the main headphone
group
Collar.

Used a Wrap Deformer on collar. To do this I selected the collar first then then Moom Jnr as the
collar has to follow Moom Jnr’s neck movement
Sleeve Cuffs

Now works

Repeated on other side.

Used a Parent Constraint to link the sleeve cuffs up to the Moom


rig. Following the same process I did with the hat and hair.

With this I had constrained to wrist joint, I found this later to be


wrong as when the wrist bends the cuff follows the rotation. So to
fix this I broke the connection and constrained to elbow joint so
that the sleeve cuff then followed the forearm movements instead
of the wrist movements.
Before Walkman Adjust After Walkman Adjust

For the walk man I centered the pivot to the hip joint and placed the Walkman model into a group.
From there I then constrained the group to the hip joint. With this done I then create a nurbs circle
and formed it into a handle; with this in place I then deleted the history and froze the
transformations and then place the Walkman model under the nurbs circle handle to form its own
group. Through doing so, it allows more control over Walkman movements. Meaning it can be
adjusted with the control handle to stop the Walkman from going into Moom side.
1.

2. 3. 4.

1. Duplicate then unlock rotates and translates and then


5. 6. place on new layer
2. Create patch – select all faces and then control click face
you want to keep and hit delete.
3. Smooth patch to gain more faces so rivet can be applied.
4. Use the wrap deformer to attach patch to Moom Jnr
Adding rivet:
5. Select two edges on the mesh as paste rivet; into the
MEL toggle bar beneath the viewport and hit enter.
6. Resize rivet and then parent Name Tag to rivet point.
6. Scaled down 6. Parent tag to rivet normally – tag then rivet
I then repeated this process another 2 times for the Diner and Launderette Moom, since they all
follow a similar constraint structure to the Bellhop Moom.

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