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Maya 2011 - Animation - Working with Skeletons


Utah
3DTutor
3DTutor

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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
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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

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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.

Maya 2011 - Animation - Working with Skeletons

Maya 2011 - Animation - Working with Skeletons


3D Skeleton Animation
3D Skeleton Animatio
 Working with Skeletons - Binding Skin
Working with Skelet
Working with Skeletons - Local Axis
Working with Skeleto





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.

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Click up arrow
to go up in the group hierarchy
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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



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.

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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
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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"



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

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

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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



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

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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
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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

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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
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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

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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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3DTutor 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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