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rigging maya

how to rig on maya

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0% found this document useful (0 votes)
30 views

rigging maya

how to rig on maya

Uploaded by

Spirit Fist
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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personagem sempre em T-pose

maos apra baixo

pernas ligeiramente fletidas

sempre paralelos e em cima da grid


prefix hieriqui
|--> modify--> naming-->prefix hieriqui naiming

adiconar MAP_GEO e adiconaras layers

T--Template
R--reference
V-visionable
P-playback

MAP
|--MAP_MasterCtrl
|--ControlObject
|--IKs
|--Joints
|--+-MAP_GEO
|--MAP_BlendShapes
|--ExtraNodes

select all above except MAP_MasterCtrl---> MAKE NONKEYABLE AND LOCK

---------------------LEG RIG---------------------
-tab rigging
-Skeleton--->create joins x-y-z
-orient joint--> last toe tip--> orient joint to world

MAKE LEG WITH JOINTS

Knee has 2 joints for sharper look

MAKE toe tip AND chest of the feet bone allign with the grid

move tool --> joint orientation settings_ check-->X-Y-Z

NAME OF LEG by industry

jt_L_Hip
|-jt_L_Knee
|--jt_L_Knee2
|--jt_L_Ankle
|--jt_L_Ball
|--jt_L_Toe

How To IK-Handle

Skeleton--> IK_HAND---> press JT_L_ANKLE then JT_L_HIP

Call IK-Handle --> ik_L_Leg AND effector to--> effector_L_Leg


now put joints in place

now mirror it

press JT_L_HIP skeleton-->mirror joints --> press the box--> Mirror across-->change
name

|-search for--> _L_

|-Replace for --> _R_

------------------------------------------------------------//////-----------------
-----------------------------------
-------------------------------------------------------FOOT-LOCK-
REVERSE----------------------------------------------
!!!!!!!!!!!!_____/!\____!!!!!!!!!!!!!!!!

with your feet (this case the L one , make one joint in the Heel, really on the tip
of it
then snap one with Toe then Ball then Ankle

name it like this :

--rl_L_Heel
|--rl_L_Toe
|--rl_L_Ball
|--rl_L_Ankle

Make Ankle orient joint to world |-->skeleton-->orient joint--> orient joint to


world

mirror THAT GYATT

create 2 locators

allign locators by --> parent constraint (open def)--> turn off maintain offset-->
apply

allign locator 1 with jt_L_Ankle


allign locator 2 with jt_L_Ball

do the same for the R side

you dumb fuck

open Locator folder and delete the constraint node

name locators like this:

Loc_L_Ankle
Loc_L_Ball
Loc_R_Ankle
Loc_R_Ball
press Loc_L_Ankle then jt_L_Ankle and make a orient constraint
press Loc_L_Ball then jt_L_Ball and make a orient constraint

if Loc_L_Ball dont follow Loc_L_Ankle when you try , its normal .-. keep following
the next steps

Now push(midleMouse)-- Loc_L_Ankle into rl_L_Ball


and push(midleMouse)-- Loc_L_Ball into rl_L_Toe

press --> rl_L_Ankle then ik_L_Leg and make a POINT CONSTRAINT

do the same for the R side

Congrats, you just made a FOOT-LOCK-REVERSE

-----------------------------------------------CONTROL--
CURVES--------------------------------------
Joke .... u still have a ton of shit to do

use curve tools to make

general foot --> cc_L_Foot

foot toe --> cc_L_Toe

foot Heel --> cc_L_Heel

foot Ball --> cc_L_Ball

Change Pivots from cc´s :

cc_L_Heel-->rl_L_Heel
cc_L_Toe-->rl_L_Toe
cc_L_Ball-->rl_L_Ball´
cc_L_Foot-->rl_L_Heel

same for other side

DONT FORGET TO FREEZE TRANSFORMATION ON cc´s

curve controls:

change pivot from --> to

cc_L_Heel-->rl_L_Heel
cc_L_Foot-->rl_L_Ankle
cc_L_Ball-->rl_L_Ball
cc_L_Toe-->rl_L_Toe

agrupar desta forma

|--cc_L_Foot
|-->cc_L_Heel
|-->cc_L_Toe
|-->cc_L_Ball

Grab Heel/Toe/Ball e bloqueia a translação e a escala


change CC Colors ( Left-->red | Right-->Blue )

select CC --atribute editor --> object display --> drawing override --> enable
overrides --> outline colors

constraint that shit

cc_L_Heel --> rl_L_Heel --> orient constraint (maintain offset)


cc_L_Toe --> rl_L_Toe --> orient constraint (maintain offset)
cc_L_Ball --> rl_L_Ball --> orient constraint (maintain offset)

arrastar grupo do rl_L_Heel para dentro do cc_L_Foot

arrastar grupo do rl_R_Heel para dentro do cc_R_Foot

press jt_L_Ball e duplica (ctrl+D) arrasta ligeiramente para cima

arrasta jt_L_Ball_1 para dentro de jt_L_ball

muda o nome de jt_L_Ball para drv_L_Ball, faz o mesmo para o Toe

e retirar o 1 no jt_L_Ball_1 e no Toe

mudar o controlador jt_L_Ball_orientContraint1 para drv_L_Ball_orientContraint

ir a jt_L_Ball --> puxar para posição original -->tranlate 0

adicionar "Toe_Bend" para conseguir levantar o dedo


|--> cc_L_Foot-->(no channel box) edit --> add atribute "Toe_Bend"

abrir connection editor ( sabes que as conecçoes estão feitas quando estão
em italico)
left side
cc_L_Foot | jt_L_Ball
------------------------
Toe Bend | rotate Z
|
|
|
|

---------------------------------------------------------------------
remover rl_L_Heel(group) para fora do cc_L_Foot

have move tool and create joint in x/y/z

go to front view and add a joint from outside to inside of foot (rightfoot)--> ( 2\
_/1 ) alinhado a grid

puxar esses bones para o peito do pé.

mudar nomes para :


|-->rl_L_BankLeft
|-->rl_L_BankRight
Mirror it ( nao te esqueças de mudar tmb o BankLeft mirroed ( mudar para Right))

arrastar rl_L_Heel para rl_L_(dentro) para unificar o rig

desbloquear o translate e scales do cc_L_Heel

e arrastar o cc_L_Heel para o rl_L_(dentro) para o cc funcionar

arrastar o rl_L_Bank(out) para cc_L_Foot

go to cc_L_Foot and add atribute called "Foot_Bank"

minimum:-90
maximum:+90

open set driven key (search for driven key)

(this is for left foot)


|
|
Driver |
|
cc_L_Foot |
| Foot_Bank (0) then (-90)
------------------------------
Driven |
|
rl_L_Bank(out) | rotate y (sideways) (0) then (-90)
|

--------------------then----------------------------

Driver |
|
cc_L_Foot |
| Foot_Bank (0) then (+90)
------------------------------
Driven |
|
rl_L_Bank(inside) | rotate z (sideways) (0) then (+90)
|

-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-

(this is for right foor)


|
|
Driver |
|
cc_R_Foot |
| Foot_Bank (0) then (+90)
------------------------------
Driven |
|
rl_R_Bank(out) | rotate y (sideways) (0) then (-90)
|

--------------------then----------------------------
Driver |
|
cc_R_Foot |
| Foot_Bank (0) then (-90)
------------------------------
Driven |
|
rl_R_Bank(inside) | rotate z (sideways) (0) then (+90)

-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\

-----------------------------------------BUSTING THE
KNEECAPS-------------------------------------

CREATE CC CIRCLE Rotate it and place it on top of jt_L_Knee e afastar 14 para a


frente
( dlt+history e freeze tranformtaion e muda a cor otario)
nome: cc_L_Knee

pole vector to ik

select cc_Knee the n ik_Leg and constraint pole vector that shit

=lock scale and rotation= and selected non keyable

-------now to make the pole vector visivel-----------

cc-Knee --> display --> transform display --> local rotation axis

select cc tool and change for 1, snap to point in ik top knee then in circle

criar cluster na ponta de cada ponto da reta

curve ---> cluster --> point constraint

jt ---> cluster --> point constraint

change curve to crv_L_Knee-Shape

go to crv --> atribute aditor--> object display --> template (true)

mudar nome clusters:

cluster no cc ---> clst_L_Knee_Cc

cluster na joint ---> clst_L_Knee_jt

puxar Clusters e crv´s para pasta Extra Nodes

e cc´s para control objects

-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\
clicar em nada e depois ctrl+g --> null 1 --> mudar para ToHide

clicar em nada e depois ctrl+g --> null 2 --> mudar para ToShow

puxar esses nulls para extra nodes

dar Hide ao ToHide

puxar os clusters --> ToHide

puxar crv´s para --> ToShow

\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\--\-\-\- Coluna
Vertebral-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\

set to front view

create bones (Settings)

varaible bone radius (false)

orientation: P-X
S-Y
SAW-Z

criam 6 joints alinhadas a grid em Front view e com a joint1 alinhada com a Hip

depois ao selecionar todas excepto a joint 1 dao scale ate a base do pescoço em
side view

vao a local rotation axis para ter a certeza que estao orientadas ( a ultima nao
vai estar )
( vais a orient joint e clicas em orient joint to world )

mudar para jt_Spine_1

podes fazer a mão ou ir a search and replace name e fazer

search for : joint


replace with : jt_Spine

criar uma curva (3cubic) ; dar snap na Spine 1,2,3,4,5 e Enter ---> essa curva
chama-se c_spln_Spine

go to create ik_spine_Handle and turn everything that is auto off

follow instructions and use control to add

change ik name to ik_spln_Spine

PARA CONTINUAR ESTAVAS NA LINHA 195 ATE 295

press c_spln_Spine then go to select and press cluster curve


create 3 circles snap 1 to spine 1 -- cc_Hip --
2 to spine 3 -- cc_Spine --
3 to spine 4 -- cc_Chest --- fazer uma armadura

criar um circle e dar snap a jt_spine1 e rodar 90º em x --"cc_CoG (Center of


Gravity)

puxar os 3 cc´s para dentro do cc_CoG

parent cosntraint --

hip -- cluster 1 e 2
spine --clsuter 3
chest -- cluster 4 e 5

press cc_CoG and insides , scale xyz , lock selected

arrastar jt_hips to jt_spine

clicar em ik_spln_Spine ir a atribute editor --> IK Solver atributes--> advanced


twist controls--> enable twist controls

mudar would up type --> object rotation(start/end)

mudar o upvector 1 e 2 para z


world up object -- cc_Hip
world up object 2 -- cc_Chest

-\-\-\-\-\-\-\-\-\-\-\-\-\--ARMS--\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\

Create 3 joints to make ombro , cotuvelo e pulso

name them

|--jt_L_arm
|--jt_L_elbow
|--drv_L_wrist

criar mais uma joint na base do pescoço e dar snap a 2º joint no jt_L_arm

|-- jt_L_shoulder
|--drv_L_arm

mandar jt_L_shoulder para jt_Spine5

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