Thursday 9 May 2013

Character Rigging Setup

With a completed, textured and centered model,
we need to first Modify > Freeze Transformations and then Delete All By Type > History.
Using the joint tool, we map out the skeleton from the side, snapping to the grid. With symmetrical arms etc, we map these from the front and top; and mirror the joints if applicable.
To do this, we select the joints we want to mirror; and go Skeleton  > Mirror Joints ☐.
As arms or wings will most likely go across the X axis, we want to mirror across the YZ, and replace left with right or vice versa depending.

* Make sure to name everything sensibly, to assign everything to separate layers and to save often*

AIM CONSTRAINT (for eyes etc.)

Create a locator (to be where the eye(s) will look) and then SHIFT select the eye.
Go Constrain > Aim ☐, tick Maintain Offset. Make sure to modify the Aim Vector to ensure the eye
is looking down the correct one.

SETTING UP IK

With the IK Handle Tool, click the joint at the top of the leg, and then click the ankle or bottom of the leg. Add another from the ankle to the foot (or mid foot joint). Selecting these two IK handles will allow for the foot to follow the leg motion and the 2nd will allow for left and right foot movement.

SETTING UP THE FOOT RIG

Using NURBS circles; setup a foot control, a toe control and a heel control for each foot. Then use Outliner to shift the hierarchy; with the middle mouse button, click and drag the IK foot and ankle onto the foot control. Then shift the pivot to the tip of the heel/ankle so it will rotate the foot correctly.

With the heel control, shift the pivot to the foot joint (or mid foot joint). This allows the character to get onto "tippy toes". Shift the IK handle of the ankle to the heel control, and then shift the heel control onto the foot control. Also shift the toe control onto the foot control. 
Now create an IK handle from the foot (or mid foot joint) to the toes; and shift this IK onto the toe control. And finally, shift this IK's pivot to the foot joint (mid).

It is good practice to lock (and hide) attributes that you don't want to be affected and only leave the ones for animating. To bring these back, go Window > General Editors > Channel Control with whatever you wanted to find selected.

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