rigging maya
rigging maya
T--Template
R--reference
V-visionable
P-playback
MAP
|--MAP_MasterCtrl
|--ControlObject
|--IKs
|--Joints
|--+-MAP_GEO
|--MAP_BlendShapes
|--ExtraNodes
---------------------LEG RIG---------------------
-tab rigging
-Skeleton--->create joins x-y-z
-orient joint--> last toe tip--> orient joint to world
MAKE toe tip AND chest of the feet bone allign with the grid
jt_L_Hip
|-jt_L_Knee
|--jt_L_Knee2
|--jt_L_Ankle
|--jt_L_Ball
|--jt_L_Toe
How To IK-Handle
now mirror it
press JT_L_HIP skeleton-->mirror joints --> press the box--> Mirror across-->change
name
------------------------------------------------------------//////-----------------
-----------------------------------
-------------------------------------------------------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
--rl_L_Heel
|--rl_L_Toe
|--rl_L_Ball
|--rl_L_Ankle
create 2 locators
allign locators by --> parent constraint (open def)--> turn off maintain offset-->
apply
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
-----------------------------------------------CONTROL--
CURVES--------------------------------------
Joke .... u still have a ton of shit to do
cc_L_Heel-->rl_L_Heel
cc_L_Toe-->rl_L_Toe
cc_L_Ball-->rl_L_Ball´
cc_L_Foot-->rl_L_Heel
curve controls:
cc_L_Heel-->rl_L_Heel
cc_L_Foot-->rl_L_Ankle
cc_L_Ball-->rl_L_Ball
cc_L_Toe-->rl_L_Toe
|--cc_L_Foot
|-->cc_L_Heel
|-->cc_L_Toe
|-->cc_L_Ball
select CC --atribute editor --> object display --> drawing override --> enable
overrides --> outline colors
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
go to front view and add a joint from outside to inside of foot (rightfoot)--> ( 2\
_/1 ) alinhado a grid
minimum:-90
maximum:+90
--------------------then----------------------------
Driver |
|
cc_L_Foot |
| Foot_Bank (0) then (+90)
------------------------------
Driven |
|
rl_L_Bank(inside) | rotate z (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-------------------------------------
pole vector to ik
select cc_Knee the n ik_Leg and constraint pole vector that shit
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
-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\
clicar em nada e depois ctrl+g --> null 1 --> mudar para ToHide
clicar em nada e depois ctrl+g --> null 2 --> mudar para ToShow
\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\--\-\-\- Coluna
Vertebral-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\
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 )
criar uma curva (3cubic) ; dar snap na Spine 1,2,3,4,5 e Enter ---> essa curva
chama-se c_spln_Spine
parent cosntraint --
hip -- cluster 1 e 2
spine --clsuter 3
chest -- cluster 4 e 5
-\-\-\-\-\-\-\-\-\-\-\-\-\--ARMS--\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\
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