Big Creature Rig

Character Name: Wrath

I only had 1 week to rig Wrath alongside other workload as a modeler, UE5 R&D, texture artist and CFX, so the challenge for me was to rig this as quickly and as best as I can with the amount of time I am given. 

I used Advanced Skeleton to help me with the Biped rig to speed up the process, and I went on writing a python script to create a procedural tentacle rig so that I can put in 12-15 joints in each tentacles as quickly as I can. I made a couple of aim constraint for the body eyes so that it can track and follow the CTRL

I took the rest of the time to slowly paint and sculpt the geometry, so that Wrath deforms properly until Katie, the creature modeler in my team told me that the low poly for wrath would not work as it is way too low poly and it looks too faceted, so we have to change the geometry. (Eventhough the textures were baked in high poly, it still read the lowpoly geometry. 

Katie subdivided Wrath to make him a have a higher poly this time, so that he don't look faceted. I then had to re-skin Wrath, and his rig is done.

Here is a wiggle test control, animation test is the video above

Small Creature Rig

Character Name: Greed

I only had 2 days to rig Greed as it's part of the deliverable to submit a model, rig, animation and a rendered shot all in 4 weeks time. Here are some of the ideas drafted initially to help me plan out rigging Greed. 

I ended up going with Idea 3 as it was the most practical approach on rigging greed. Since we only have couple of shots of him swimming, I will rig one with just an FK system, and more of the main shots in the base (on ground) of him crawling and attacking, I will rig one with just an IK system. For the mouth, we decided it wasnt worth going through the trouble of using chop network as its only visible for 10 frames. 

Here is a wiggle test control for the IK rig.