CHARACTER DESIGNER, MODELER, AND RIGGER
This was my first time modeling and rigging something with wings, so it was definitely one of my biggest challenges throughout this experience. As for the model, I was aiming to achieve a playful style with softer features and an overall rounder shape, reaching the final look After several attempts at creating the character design and 3D translation as well as retopologizing. As for the rig, the head, body, and legs are rigged similarly to a human with blend shapes controlling the facial expressions, and joints at each bend and along the spine. Driven keys and deformers are also used in various parts of the body including the head, feet, and tail feathers. The wings are where a lot of trial and error came into play. The wing bones are rigged like human arms with joints at each bend, and the feathers are separate meshes, containing individual joint chains, that are grouped at each section of the wing bone and constrained to the bone, and can be altered through wire deformers to show movement like air drag. The feathers can also be freely moved, each having individual controllers, to offer a lot of flexibility in their placement such as when the owl folds in its wings.