Feather Setup



This is one of many ways to setup the feathers, this example is between two rotations

Like all good rigging practice, making the joints rotations line up really makes things work well.
Another thing to notice is that I created a joint in the reverse direction, the script allows you to create feathers between translations and rotations, if you need something like this gargoyle wing, you have to setup this extra joint. I will have another example created later to show the translate method for more detailed wings.

A trick I use to line up the joints was to parent any object I want lined up under the properly alligned joint, followed by a freeze transform.

Another thing to notice is that the joints I used with the script are in a group, I select the group as the source feather, wich in the next step I can then freely rotate the joints and still have them follow.

Next I adjust the rotations of the joints in the closed position, see where they all line up.

     -> technical reason! (you can skip this text area if your not interested in under the hood Maya)
               This is not something you have to do if your creating a translation based feather setup, the reason the
               rotations need the extra setup is because you are going between 2 joint rotations, both of wich are 0.
              Whereas in translation, you have atleast a global translation to base it of off.

After the joints are folding properly, I went in and moved the joints over the mesh they are controlling.

quick skinning later, I test if the movement makes sense. Now that all of the base is setup ill detatch the skin and properly allign all my feather joints and finish rigging the model.

Model by: Olivier Michaud

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