August 2001

Chicken Head Setup by Kris Kapp -- page 7
(Your first dance with the chicken? Get caught up with the first chicken scratch here)

Continued from page 6

For the beak I did pretty much the same. I made a curve that goes all around the upper beak and another one that goes around the front part of the lower beak. I grouped the curves to themselves and parented the top curve to UpperbeakJT and the lower one to the JawBoneMidJT. Then I added them in as influence objects and painted the weight values for each curve.



Wireframe showing upper beak control curve.



Shaded view of upper beak control curve.

That’s pretty much the basic setup for the head. I know the chicken has changed a lot from where I started and I still have some changes to make for the tail and comb. I also need to setup a custom user interface to make it easier to control the clusters that drive the influence curves. Now that I have the beak skinned the way I want it, I’ll parent the Jawbone to the SkullJT and the UpperBeakJT to the SkullJT. Now when I rotate the Jawbone, the top of the beak doesn’t move.



Parenting the joints for the beak to the SkullJT.

Let me know if this helps anyone out. The chicken is a work in progress and hopefully I’ll have time soon to start animating. I’m kind’a making things up as I go on this guy. As always, I can be contacted at spudk@texas.net if you have any questions.

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BIO
An award winning animator and game industry veteran, Kris Kapp has done it all from low poly modeling to cinematic cut animations. He was awarded most outstanding portfolio in his graduating class, and, more recently, Kris was nominated for the 3D Designs Big Kahuna award in the category of best story telling. Along with serving as layout supervisor on the animated short "Major Damage," Kris recently founded his own animation company, Risk Studios. Indicative of his studio name, Kris is also a pilot and a champion motorcycle road racer.

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