Quadbot Rigtest – Walkcycle

by - 2012/04/06 23 Comments Animation, Rigging

The detail in the Quadbot is starting to get a little crazy. With each step up in the model’s detail, the rigging has to be matched. With the rig getting up towards almost 800 bones, its starting to show, and the model isn’t even finished yet. I also set myself a challenge of trying to keep away from major mesh deformation (apart from the pipes).

There isn’t a single Armature modifier on this yet.

This walk cycle doesn’t even show off half of the total amount of movement or moving parts, but its still pretty cool. Next week I’ll put up a more detailed look at the rig so far, showing more of the little tweaky bits (and to show why there are ~300 bones for his 4 eyes). There’s also a render of this cycle on the farm that hasn’t finished yet, but i wanted to get something up to show before the weekend.

Happy Easter!!!

  1. Tom says:

    Already quite cool :)! I like these kind of posts, keep ’em coming!

  2. Dusty says:

    Will you look at that!! Looks amazing!

  3. PaperJon says:

    Awesome cant believe there is not a single armature modifier yet, 800 bones incredible!

  4. AppTux says:

    Whoa, that looks awesome. I’d get an headache when I need to make that…

  5. Brandon Hix says:

    Can’t wait to see how this render looks with Cycles. It’s almost like building our own Transformer! Wondering if someone can comment on how / if you guys have considered options for dynamic animation within the environment (ie: dust and dirt kicked up by this robot). Would that fall under post pro compositing or would you try to do it with the particle system so it can have more direct interaction with characters, objects, props, etc.

  6. PhysicsGuy says:

    That looks like an obscene amount of work. Will there at some point be a walkthrough to show what those bones do?

    • jeremy says:

      While there are about 800 bones, you only use about 60 of them for animation, and that number is padded out by the ik/fk switching. Most of the bones will be pretty self explanatory, but for the sake of people who will want to delve into the depths of the underlying bones i reckon a walkthrough isn’t a bad idea.

  7. Seb says:

    Holy cow! This stuff is already impressive. It would do an insane lego bionicle set!

  8. Colin Levy says:

    Holy smokes. You’re a madman, Jeremy!

  9. JiBZ says:

    Nice looking animation!

  10. Bao2 says:

    In post 12 of this blenderartists thread I post my opinion about the thing I don’t like in this robot:


  11. windex says:

    This looks amazing!
    No idea why the eyes would have 300 bones, if you have shutters, it’d be no more than 140 total. Can’t wait to see what craziness you guys have in store for us.
    Fantastic job.

  12. Dread Knight says:

    OMG BBQ Amazing Work!

  13. Petr says:

    This is insane :D

  14. Anaël says:

    The design looks really good, and I’m impressed by the amount of bones involved.

    I just wanted to say that what I can see from the video is that there is an obvious problem of balance that is not directly caused by the animation. There is I think, a slight balance problem in the model, probably caused by a too close proximity of the legs or too long legs and too short body, a robot like that would have problem to move “in reality”, and risk falling or collision his own legs together. I’m saying that because you are apparently still working on it and that it can be ameliorated by just some proportion/balance re-arrangement.

    I’m waiting to see more of your wonderful work !

  15. Suonik says:

    Very nice design.

    Movement seems to be little bit over exaggerated (cartoonish style) not necessarily best for vfx movie, but I guess it’s just a test.

    And maybe I missed something, but how are you going to make this one climb the buildings with this design? Whether it will be another robot in the movie?

    Anyway great work.

  16. Christoph Pöhler aka Dracio says:

    :) this ist realy funny

    the unbalced look is “Pace” the robot move like Camels move one side Moves both legs at the same time cause you are not so used to see a camel walk so it is unkonen and works quite fine
    clever thinking

  17. jeremy says:

    Close, i based it off a Lion. But very similar style, backleft>frontleft>backright>frontright>repeat< but again, this was all really just a test. All the animation tests for a rig should be over exaggerated to try and break the rig. If it can work for that movement, then we'll have no problems when it comes to the production animation.

    • Christoph Pöhler aka Dracio says:

      Lion…. tis is sameting I hade to reaconice… Cause onec I owned a cat witch hase an exident and need to learn walk again and he moved the same way….

      I realy love your work, i mean all your work
      all of you put brillant thoughts and Idears into the Robot witch is realy ramarcebell jobe by puting that droid far way forme the steampumk bots forme elefans dream and to dont repeat other robots and ther are… well more tha enouth

      Critc is a easy thing to do cause it is easy we don’t have to lose anything at all

      It is always a privilege to walk thes long road form idear to finished movie with all of you

  18. jasonhan says:

    Jeremy –
    I’m sure you are crazy busy, but do you think you might be willing to break down the 4 or 5 major components of the whole rig and do a 2 to 3 minute short explanation video on each of those areas? It would be great to hear about the main tools and decisions you’ve made along the way.

    I think for folks who have some background in rigging (like myself), I’d be very interested in the details:

    How you’ve rigged:
    1) Eyes/light-cans: Use of “Transformation Constraint” on little wheels clamped to the cylinder (my guess?)
    2) Eyes/shutter: Controlling multiple “actions” with one bone-shape
    3) Shoulder-blade mechanics: Again, using one bone-shape to control a series of animating parts
    4) Etc.

    Keep up the amazing work!
    Much appreciated and regards.