1. Rigging
Step 1
Start Maya and open the file which was saved in the last part of the tutorial. Select the bone ear.lower.L and hold down the Shift key.
Step 2
With the shift key held down, select the head bone and then go to Make Parent (Alt-P) > Keep Offset.
Step 3
Select the arm.upper.L bone and hold down the Shift key.
Step 4
With the Shift key held down, select the chest bone and then go to Make Parent (Alt-P) > Keep Offset.
Step 5
Select the leg.upper.L bone and hold down the Shift key.
Step 6
With the Shift key held down, select the torso bone shown and then go to Make Parent (Alt-P) > Keep Offset.
Step 7
Select the torso bone and hold down the Shift key.
Step 8
With the Shift key held down, select the root bone and then go to Make Parent (Alt-P) > Keep Offset.
Step 9
Select the feet.L.IK bone and in the bone tab, untick Deform.
Step 10
Select the hand.L.IK bone and in the bone tab, untick Deform.
Step 11
Switch to Pose mode.
Step 12
Select leg.lower.L and on the Bone Constraint tab, add a new Inverse Kinematics.
Step 13
Select the feet.L.IK for the Bone: slot
Step 14
Select feet.L bone and add a new Copy Rotation constraint.
Step 15
Put feet.L.IK for the Bone: slot.
Step 16
Switch to Edit mode and select the circle shown and snap Cursor to Selected (Shift-S).
Step 17
Select feet.L.IK bone and snap Selection to Cursor (Shift-S).
Step 18
Ensure the result is as shown below.
Step 19
Select the circle on hand.L bone and snap Cursor to Selected (Shift-S).
Step 20
Select hand.L.IK bone and snap Selection to Cursor (Shift-S).
Step 21
Ensure the result is as shown below.
Step 22
Switch back to Pose mode and add a new Inverse Kinematics constraint for the arm.lower.L bone.
Step 23
Select the hand.L.IK for the Bone: slot.
Step 24
Select hand.L and add a new Copy Rotation constraint.
Step 25
The bone should look as shown below.
Step 26
Select hand.L.IK and grab it around to test. Do the same for feet.L.IK.
Step 27
Select hand.L.IK and feet.L.IK bone (To select multiple bones, hold Shift).
Step 28
Select root bone last and go to Make Parent (Ctrl-P) > Keep Offset.
Step 29
Now the IK should work perfectly.
Step 30
Go into Edit mode. Reset the 3D Cursor (Shift-C). Box select (B) the bones as shown below.
Step 31
Set the Pivot Point to 3D Cursor.
Step 32
Duplicate (Shift-D) the bone and mirror in the X-axis (X > -1).
Step 33
Rename each bone as shown in the following image.
Step 34
Switch to Object mode and select the rabbit.
Step 35
Select the armature and Set Parent to (Ctrl+P) With Automatic Weights.
Step 36
Select Armature.
Step 37
Select the rabbit too and switch to Weight Paint (Ctrl-Tab).
Step 38
Select the paint tool and set it to Add.
Step 39
Enable X Mirror.
Step 40
Start painting weights.
Step 41
Fix the weights on each bone using the Subtract or Add.
Step 42
This is an example of how a weight should affect the mesh.
Step 43
Test the IK Bone.
Step 44
Fix the weight issues if any.
Step 45
Now the result is smoother.
Step 46
Test the leg IK.
Step 47
Select the hand IK and reset the position (Alt-G) and rotation (Alt-R).
Step 48
Select the bone and fix weights accordingly.
Step 49
Result is as shown below.
Step 50
Continue the process for each bone until you are satisfied with the result. Test this by posing the model.
Conclusion
That's all for this tutorial series, I hope you enjoyed this series and please do feedback your experiences, below.
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