~ Jing Wei ~
For Jing Wei, I created the facial skeletal structer and weighted it. I tried blending the weights more thoughout her topology for a more youthful feel.
Special Thanks
Skin Name: N/A
Date Released: 12.04.2016
Character Modeler: Wayne Williams
Bone Count: 75
There were a couple of points in weighting JingWei Skin 2
that were interesting, and I took liberty with. One thing I was
dead set on adding was the pump control to the watergun. It is a
small addition but I felt it add a fun touch to a fun themed skin.
This skin rides entirlely ont eh previous Biped build so
weighting the towel and its tassel were an itnerestign dilema.
Particularly in addressing the fold and cut of the towel over her
left leg.
Special Thanks
Skin Name: Pool Party
Date Released: 02.08.2016
Character Modeler: Jason Welch
Bone Count: 73
~ Sun WuKong ~
In Weighting Sun Wukong Skin 5, I found the challenging
pieces to be his the cloth on his sides and the shirt near the
shoulder. I initially thought that the crystals on his arms would
be the challenge, but in aiming to ride the original Biped and
controls for the limitations came in the cloth. His original skin
has hard weighted ornaments riding on the sides of his legs witch
in Skin 5 were replaced by cloth. Making those move believable
while functioning with no new controls made this particular skin a
challenge. The other difficult part was the shoulder portion of his
shirt. the jagged topology as well as the high movement of the area
made this difficult.
Special Thanks
Skin Name: Sun Wu Xing
Date
Released: 21.06.2016
Character Modeler: Wayne
Williams
Bone Count: 74
~ ChangE ~
This rig was a fun challenge. I was determined to make this
a cartoonish android bunny, and it was a learning experience in
creating animation controls that would translate the weighted bones
while scaling the animation controller all while maintianing the
correct orientation for rotation. Though the tough part was not i
building the rig as I initially thought, but instead in weighting
the cylindrical body. There were several times that I ran into the
4 bone limit.
Special Thanks
Skin Name: Intergalactic - Bun-E
Date
Released: 12.04.2017
Character Modeler: Jonathan
Kuo
Bone Count: 58
This animation playing above is one of the Idle variants used during SMITE gameplay. I chose this aniamtion because it shows off the stretchy quality of the rig nicely, as well as the flexibility in both the ends of the ears and the antena.
Special Thanks
Skin Name: Intergalactic Bun -E
Date Released: 12.04.2017
Character
Modeler: Jonathan Kuo
Bone Count: 58
~ ErLangShen ~
The Corgi was a fun V2 rig. I had to rescale the original
dog's skeleton and manipulate the face so it could word with the
Corgi's proportions. It was fun to go back and forth between a
dog's skeleton and what worked with the mesh.
Special Thanks
Skin Name: Queen's Guard
Released
Date: 09.05.2017
Character Modeler: Saman
Tahmasebi
Bone Count: 53
I found this skin for ErLangShen to be really fun. I always thought that he was graceful and powerful. I had aa fun time balancing out the weights on the bottom of his coat and ribbon to ride his legs as he ran and moved about. In his animations, he is very active and I'm rather pleased that I was able to recycle the base back skirt bones to work with his new coat.
Special Thanks
Skin Name: Queen's Guard
Date Released: 09.05.2017
Character Modeler: Adam Case
Bone Count: 69
The skin 3 mink was a 1:1 match to the base mink with the exceptions being the bear skin hat and the medal on the neck. Though I had to create a special rig for the mink and hat seperately for the victory animation that involve the Mink. The reason behind this was that the hat was in the way of the existing animation, but we still wanted to include the hat.
Special Thanks
Skin Name: Queen's Guard
Date Released: 09.05.2017
Character Modeler: Adam Case
Bone Count: 37
Much like the mink, the model for the turtle was the same. The difference between this Skin 3 and the base model being the lack of a mustache and the addition of the bear skin hat.
Special Thanks
Skin Name: Queen's Guard
Date Released: 09.05.2017
Character Modeler: Greg Britt
Bone Count: 32
The animation I chose to show off this rig was a Combat Idle animation. In the combat aniamtions, the lips of the corgi and the change of expression is evident.
Special Thanks
Skin Name: Queen's Guard
Released Date:
09.05.2017
Character Modeler: Saman Tahmasebi
Bone Count:
53
I love this combat idle animation. It has so much fluid movement and it feels like a cerimonial dance with how deliberate the motion feels.
Special Thanks
Skin Name: Queen's Guard
Date Released: 09.05.2017
Character Modeler: Adam Case
Bone Count: 69
The mink's attack animation, though short, shows off the full motion of the mink with it's flailing limbs and swaying medal.
Special Thanks
Skin Name: Queen's Guard
Date Released: 09.05.2017
Character Modeler: Adam Case
Bone Count: 37
In SMITE, ErLangShen's turtle has only one animation because it is one of the attacks he uses. This is an attack that lunghes, or slides forward into it's oponent.
Special Thanks
Skin Name: Queen's Guard
Date Released: 09.05.2017
Character Modeler: Greg Britt
Bone Count: 32
~ Ao Kuang ~
For this skin, the challenge came in getting a mechanical creature to believably follow the rig of the organic creature it was based on. To accomplish this, I worked with the modeler to find and position each metal joint at the centre of the corresponding bone pivot points. Our resulting effors, allowed the skin to function without the need of any new controls or animation support.
Special Thanks
Skin Name: Clockwork Knight
Date Released: 19.11.2016
Character Modeler: Haley Zhu
Bone Count: 68
AoKuang's dragon does not have many animations. I chose to show his Idle animation because it was a nicely looped animation and showed his wings in full motion.
Special Thanks
Skin Name: Clockwork Knight
Date Released: 19.11.2016
Character Modeler: Haley Zhu
Bone Count: 68
~ Xing Tian ~
For the most part, Xing Tian's skin 5 was simple to rig. The challenge for this was the change from an Overbite to an Underbite on the ja. By adding an override control for the lower lip, the issues caused by the geometry change were resolved.
Special Thanks
Skin Name: Iron Tyrant
Date Released: 01.02.2017
Character Modeler: Miles Wadsworth
Bone Count: 63
I like how this animation is a clever twist on the threat of drawing a line across one's neck, since his neck it technically his waist. This animation was also particularly difficult to get right with the jaw change to keep his upper lips from diving too far into the lower lip.
Special Thanks
Skin Name: Iron Tyrant
Date Released: 01.02.2017
Character Modeler: Miles Wadsworth
Bone Count: 63
~ Guan Yu ~
There was a bit of back and forth with this model for Guan Yu because of his sachel. In the initial design of the skin, the bag rested lower on his leg, and we couldn't get it to feel quite right. The modeler and I worked to gether to slide the bag and strap around the leg and added controls so animation could animate on top of the automated movement.
Special Thanks
Skin Name: Guan Unicorn
Date Released: 01.03.2017
Character Modeler: Jason Welch
Bone Count: 79
I had thought that this skin for the horse would be harder than the result. The longer hair on the ankles was the most challenging part of this skin, though that was resolved with some weighting. Aside from that, I was able to save bones and ride the existing horse rig without the aide of new bones.
Special Thanks
Skin Name: Guan Unicorn
Date Released: 01.03.2017
Character Modeler: Adam Case
Bone Count: 55
I liked this animation for Guan Yu primarily because it hylighted a piece of the skin that we had not considered until later in the pipeline, the scroll on his belt. It was a minor fix, but we rotated the scroll to match the sword hilt of his base model specifically for this animation.
Special Thanks
Skin Name: Guan Unicorn
Date Released: 01.03.2017
Character Modeler: Jason Welch
Bone Count: 79
For the Horse there were two animations to choose from, the reigns up and reigns down run animations. I wanted to show of the horse in motion, so I chose the reigns down animation.
Special Thanks
Skin Name: Guan Unicorn
Date Released: 01.03.2017
Character Modeler: Adam Case
bone Count: 55
~ HouYi ~
Working on HouYi was an ordeal. Working withing his unusual constraints was much tougher than I expected. His original rig is a complex one and the animations working with that rig, made for a lot of difficult weighting challenges. My addition to this god with this skin was adding a new shoulder pad and a mesh constraing for the belt so that it would follow the body more instead of diving into the waist like it had done on skins prior to this one.
Special Thanks
Skin Name: Heaven's Arrow
Date Released: 13.07.2017
Character Modeler: Haley Zhu
Bone Count: 80
I chose this animation to display, because it was a unique Recall animation for HouYi's Skin 7.
Special Thanks
Skin Name: Heaven's Arrow
Date Released: 13.0732017
Character Modeler: Haley Zhu
Bone Count: 80
~ NeZha ~
This skin for NeZha was pretty easy to work on, the only pat that tripped me up slightly, if at all, was getting the weighting for the mesh constraint on his front emblem to be just right as to not penetrate through his shoulder during his animations.
Special Thanks
Skin Name: Critical.Dmg
Date Released: 26.7.2017
Character Modeler: Jerry Gardiner
Bone Count: 48
NeZha did have an unique intro animation for this skin, but I found this NonCombat Idle to be more fun. Thus I chose to show off the skin with this animation.
Special Thanks
Skin Name: Critical.Dmg
Date Released: 26.7.2017
Character Modeler: Jerry Gardiner
Bone Count: 48
All images Copyright 2015 Beaudion and VixenRigs - Images may not be reproduced or used without permission from Veronica Beaudion or VixenRigs.