Rigging and Skinning 101 - Arms and Hands
The clavicle joint represents the
clavicle bone
Three arm joints, representing the
shoulder, elbow and wrist, created in that order for the correct
hierarchy.
The size of the joint can depend on the
click of the mouse (when creating the joint) and the viewport you were using.
For a more aesthetically clean rig, joints can be scaled using the ‘radius’
channel.
Four joints are used to make a finger.
These can be duplicated and adjusted to replicate the realistic length
variation of the different fingers.
A general rule is that the hand will
roughly be half the length of the elbow-to-wrist.
The joints within the thumb need to be
rotated, to create a realistic thumb position. However, rotating it in the
channel boxed will create unwanted values. Instead, use the ‘joint orient’
within the attribute editor. Once all the fingers are in place, they can be
parented to the wrist, creating a palm.
Instead of re-modelling the right arm, we
can use the ‘mirror joint’ tool and give the mirrored joints a new name. (L to
R).
Controls are then added to the arms.
Circles and crescents.
Channels for each finger joint are then
created. This control can be duplicated to the opposite hand, to speed-up the
process.
Using the connection editor, the controls
are paired-up to the joints.
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