Lightwave BSG Viper Mk2 Animation Rig Test 2

3,038 views · Published 21 November 2008 · 0:30 · Indexed 29 September 2026

Channel: Into The Black · 2008 · Film & Animation

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This is half 'Rig Test', half 'bringing it all together', and half 'picking up where I left off last year'.  If your software doesn't support objects with three halves, you should switch to Lightwave.  :P

This is the second of 4 test animation rigs for inertial (kindof) space flight.  I placed the ship on a Null (move), with a Bone that targets a world-parented Null (aim), and uses a rig-parented Null as the pole vector (roll).

The camera has a similar setup and is mounted on the ship's rig.

In the video you can kindof see where it works, and where it breaks down.  My aim is for the final rig to be able to blend its motion between the other (more interesting) methods as the animator sees fit.

- Viper model is originally Treybor's (Sean Kennedy).  I have removed lots of cables and hoses and crazy intricate details, and reduce it to 6000 polygons for speed, and baked the skin to a texture.  His original model is a MILLION BILLION TIMES PRETTIER, go find it!

- Added engine exhaust/afterburner.  Basic technique is described in an earlier video.  Used an envelope to manually control the glow strength based on distance from the camera this time, though.  (I'm looking for an expression to do this automatically because it is a pain in the butt.  Maya seems to have a checkbox for it)

- Planet and skydome are also my work and have been explained in a previous videos.

- Rendered in 2 hours at 720x480 4xAA 50% Motion Blur on a P4 3.0ghz, 1 gig RAM

I think that's about it.

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