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Maya 2011 - Animation - Working with Skeletons
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---------------------------------------------- Pole Vectors
Copy Orientation Take the curve out of it's group in the Outliner. Delete the rest of the group. Name the curve "Controller" or something similar.
Outliner>Show>Shapes if you can't see the group
Select curve, then joint Press P to Parent controller to joint In the Channels box, set all the rotations to 0
Move it away from the joint
Shift+P to unparent Modify>Freeze Transformations Trans Rot Scale All the values should be 0 in the channel box
Put an IK handle from the hip to the ankle RPSolver
/////ikSCsolver
Select the control for the pole vector (L) then the IK handle Constrain >Pole Vector ---------------------------------------------- jl_pointToPV in the MEL command line To constrain eyes to look at a point.
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Rigging the Hand
Controllers Custom Attributes Average Node
- - - - - - - - - - - - - - - - - - - - - - Build a finger controller. This controller looks like a lolly pop that comes out of the knuckle of each finger, one for each finger
To create this curve lolly pop controller Create Six side cylinder.
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Maya 2011 - Animation - Working with Skeletons
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3D Skeleton Animatio |
Working with Skelet |
Working with Skeleto |
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CV Curve 1liner Hold down V to lock the curve tool to the vertecies of the 6 sided cylinder
Backspace to go back on the curve tool
Then draw a line out of the hexagon, to create the stem of the lolly pop move the pivot of the lolly pop to the end of the stem, by clicking INSERT.
- - - - - - - - - - - - - - - - - - - - - - Click up arrow to go up in the group hierarchy - - - - - - - - - - - - - - - - - - - - - -
Skeleton> Orient Tool Reorient joints
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Skin Bind
Paint Weights Tool Skin Weighting
Skin>Edit Smooth Skin>Paint Skin Weights Tool
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You have to hide all IK chains, skeletons, other geometry etc to select faces. Selecting faces is amazingly difficult.
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Skeleton Character Rigging
3 edges around joints don't move joints, you can rotate or scale
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make sure all joints are at least slightly bent.
To scale joint size Select Radius in the Channels (last one in the list) Click on the word radius, the drag left and right in the viewport to scale.
Name Joints - you will need this later use L_ for left so when you mirror you can replace with R_
To mirror a limb, select MIrror Joint Options Search for: "L_" Replace with: "R_"
SHOW ROTATION AXES
Display> Transform Display> Local Rotation Axes
This will show the orientations
Skeleton>Orient Joint
EXPAND OUTLINER
To expand a node in the Outliner quickly hold Shift then click on the + in the box next to it.
--------------------------------------------- To hide everything except the thing selected: in the viewport select the icon between the little gold ball and the grey 3Dbox with white lines Isolate Select = little select arrow with a green dotted line square --------------------------------------------- Make Controllers for a leg
Create Curve Create>CV Curve Tool 1 Linear = Straight lines Draw a box around the foot, from above name it "Foot_L_Controller"
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Create> Text L Apply
Center the letter (L)'s Pivot Modify > Center Pivot
Now center the pivot over the joint Hold V down to snap to it to the joint Drag it up to the joint
Parent the letter to the joint Select the letter, then the joint Press P
It should now be a child of the joint
Now you can pull it away from the joint
Now you need to Freeze Transformations Shift +P to unparent Modify>Freeze Transformations
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Skeleton>IK Handle Tool Inverse Kinematics
Leg Start at hip, end at ankle start at ankle end at toe start at ball of foot, end at toe Name all the IKs in the Outliner
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - create a new joint system to rock the foot
All on the floor plane, start at the heal go to the to, go to the ball of the foot, then move of the floor plane up to the ankle for the last joint.
Name these joints
line it up with the foot onthe X axis
Select the new joint and the foot controller curve, and press P
Select the new root joint joint, then the Leg IK (the one that ends at the ankle)
Constrain > Parent
Move the ankle IK up and down to see if it's connected.
Select the Ankle IK and the last joint in the new foot constraint and
Constrain > Parent
Rotate the last joint to check
Select the send to last joint, the the mid foot IK then
Constrain > Parent
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Select the send to last joint, the toe IK then
Constrain > Parent
Move the controller by rotating the heel, pulling up and down etc.
Click Insert, move the pivot to the ankle
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CONTROLLER CONNECTIONS
Select the Root In the Channel editor, set all rotate values to 0 in each of the joints of the controller
Select over all the Scale attributes, and visibility highlight them blue, click on mouse 3, then select Lock and Hide
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Add New Attributes
Channel Box> Edit>Add Attribute Long name: "__Rolls__" check override nice name Make attribute: Displayable
Data Type : ??? Default 0 Click Add
It should appear in the Channel Box
Add the following attributes
Long name: "Heel_Roll" Default 0 Data Type : Float
Long name: "Toes_Roll" Default 0 Data Type : Float
Long name: "Ball_Roll" Default 0 Data Type : Float
__Twist__ Overide nice Name
Heel Twist
Toes Twist
* * * * * * ** * * * * * ** * * * * * ** * * * * * * Heel_Roll Toes_Roll Ball_Roll __Twist__ Overide nice Name Heel Twist Toes Twist - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hypershade 2nd Icon from the bottom, on the layout views, on the bottom right.
Select the joints of the controller Select the middle icon of the three with arrows the one with 2 arrows in a rounded square It's called "Input and Output Connections"
in the Work Area viewport, there should be a diagram
Find the "Controller" which should be a curve. It's the original sharp edged curve you made around the foot.
middle mouse the controller into the root joint select "Other..." or Shift and Drop it onto the root joint
In the COnnection Editor, scroll down in the Outputs list and find your custom attributes.
select Heel_Roll
In the Inputs list, scroll down to "rotate" and select "rotateZ" do the same with the following:
Heel_Roll => rotateZ Drag Controller with M2 onto Joint 1 Toes_Roll => rotateZ Drag Controller with M2 onto Joint 2 Ball_Roll => rotateZ Drag Controller with M2 onto Joint 3 __Twist__ => rotateY Drag Controller with M2 onto root
Heel Twist => Toes Twist => rotateY Drag Controller with M2 onto Joint 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - RUBBER HOSE controller This makes it so the mid points of the arm and leg segments can be controlled rubbery noodles.
Create Controller Curve > Create Circle
Hold V drag up to hip joint to lock Select Circle , then hip joint Press P Modify > Freeze Transformation to copy the joints info same orientation
Hold V drag the circle down to the knee
Translate Yenter " /=2" this will divide the last number by 2 which will place this controller right in the middle of the theigh of the leg
Repeat process for the calves of the leg
Display>Transform Display>Local Rotaion Axes
Create 2 Single Joints that you will snap to the center of the two circles Parent them to the circles
select joint, hold V , snap to the center of joint Parent by joint first then controller, then press P
Make A Curve between the two joints isolate the the leg joints and joints
side view
CV Curve Tool [] Curve degree: 3 Cubic place a point at the hip, middle of hip. Then 3 points at the knee, one at middle of calf and one at the ankle
Center the curve's pivot duplicate the curve to the other side of the joint Surfaces >Loft This makes a nurbs plane down the length of the leg Delete history
Delete all the curves you just made, except for the plane
Subdivide by Rebuild Surface [] Options Number of spans U:12
Select the nurbs plane, then select all the joints, hip, mid hip, knee, calf and ankle, then select Smooth BInd
Skin>Paint Skin Weights Tool
Select the the joint in the Tool Settings
Spray on the nurbs plane white means the area is influenced by the joint
Select the hip then the mid point, and then Constrain > Parent
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From the YouTube Video
Maya Tutorial - Character Rigging - The Leg - Part 6/6 Channel: PolyFacecom 4:30 - - - - - - - - - - - - - - - - - - - - - - -
Maya Tutorial - Character Rigging - The Spine - Part 1/4 Channel: PolyFacecom Set up 6 nurbs circles lock them to joints, up the spine
two around the hips, one outside the other two up the abdomen one above the shoulders, one at the top of the neck
parent the head controller to the shoulders, parent the shoulder controller to the armpit controller, all the way down skip the hips
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MULTIPLY DIVIDE CONTROLLER
Select the root joint above it open the hypershade open the work area input output button
in the Creat menu on the side go to Maya>Utilities
Select "Multiply Divide"
in the Work Area select the main controller, then drag and drop with mouse 2 onto the Multiply Divide node. select "Input1"
Output> rotate> rotateX Input input > inputX do with XYZ
In the attribute editor
Multiply-Divide Attribures Operation > Multiply Input1 0 0 0 input2 .5 .5 .5
if theres a problem and something moves in reverse try changing the input2 to (Negative 5) .5 .5 -.5
This function is to divide the curve among the joints you selected this is for 2 joints if it's for 3 joints use .333 for each
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TO FIX A PROBLEM WITH CONNECTIONS IN the Work Area drag the Multiply Divide node with M3 onto the joints of the spine Select "Other..."
Output > output >
outputx => rotatex Inputs rotate > rotateZ
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If the controller is causeing the skeleton to move the opposite way use a Reverse Node in the Hypershade Create > Utilities Select Reverse
drage the multiply divide node, and drag it onto the Reverse Node
set the output X to input X if that's the one that is reversed.
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RIGGING THE ARM Start at 3:31
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Create a Pole Vector Constraint
Select the L contoller, then the IK then
Constrain > Pole Vector
If it doesn't work, change the solver type Select the IK handle, go to the attribute editor IK Solver Attributes IK Solver: RPsolver
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Maya 2011
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CLOTH Contstrain polygons to a pole by parenting drag the child onto the parent in the outliner to contstrain select the vertecies that you want to lock to the pole top and bottom for example nCons |
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-- Pole Vectors Copy Orientation Take the curve out of it's group in the Outliner. Delete the rest of the group. Name the curve "Controller" or something similar. Outliner>Show>Shapes if |
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3DTutor
"
I review and de-engineer programs for 3D Animation, and Video Game companies. If you have a program that you need to have reviewed or explained, contact me.
Here I have a few summaries, work flows, and pitfalls of programs that I've reviewed.
I also have a few examples of imagery created with various graphics programs.
If you have any questions about 3-D, animation, or any other related topic, drop me a line.
"
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