The following shows order of operator precedence in MEL. Operator in same row has equal precedence. Left most operator is evaluated first, if a statement has more then one operators of equal precedence.
/* */
Image created by Szymon Biernacki, as part of a competition brief set by computer arts. Blog address: lordbiernac.blogspot.com | dir. Neill Blomkamp |
| Short directed by District 9's Neil Blomkamp. Originally a competition brief set by Addidas (the theme being about emotional response to different colours). It has a really slick cinematic quality and seamlessly integrated cg effects. |

Couple of screengrabs from the Creature Character I've been developing. Started to apply a bit of muscular definition, but don't want to go over board. Need to re-evaluate the appearance of the arms and hands - look a bit human like at the moment, and a bit slender. I will start loooking at Gorilla anatomy as reference - this will certailny inform exactly how the character will stand at rest pose, although may look a bit odd with such a slender torso. I might duplicate this model and fatten him up a bit once his arms have been adjusted...
This is the final model I will be rigging. At this point in time i'd like to add some sort of control to the bag that will allow it to translate around and squash and stretch. I already used a Spline IK in the Toxic Boy Rig, which had its issues with the stretch. Because the joints had a multiply on the scale X, the top joint expanded with the rest causing uncontrollable bulges around the base of the neck.
Front view of the bird, looking at it again, I think the top leg joints need positioning slightly further down where the begin to bulge out. I've tried to show the rig sections that will hold the geometry towards the front of the neck. Wing sections will have two major bones that bisect the geometry and allow them to fold. The top view will illustrate this better.
I've begun with the wings - they're going to be the most difficult to work correctly. Thinking about typical wing behaviour, and what springs to mind is the way they fold back on themselves and tuck on top of the upper body and an actual wingflap. To save a boatload of time for the animator, I'm going to set up these motions via set driven keys, then they can just use the slider in the channel box rather than animating it every time.
Outliner, showing exactly what i've done. Each individual feather chain is in it own group. These group nodes are then parented down the hierachy - exactly how a normal joint chain would be, only theres a group node inbetween doing the spadework, leaving the actual joints on zero rotation and can be independantly manipulated for fine tweaking. I've set the rotation mode to Gimbal, so it's an absolute doddle to animate!