Rigging & Skinning 101 - Legs & Feet
Legs & Feet
The Image below shows a leg skeleton. The spheres are joints, the triangles are
bones. The bones are only visual but show the direction of the hierarchy of the limb.
Position, scale and rotation are three
aspects of a rig to keep in mind. Rotation is very important.
Holding x will lock the grid and create a
0 rotation for the joint being created. This is arbitrary but important, as '0' keeps the rig clean.
The leg in the image below has a hierarchy of 5 joints
on a total of 11 grid units.
Labelling joints creates a smooth
workflow and easy to read, the process becomes simpler in the long run.
A pelvis joint can now be added to the leg skeleton. This is parented to the child joint, the hip. The parenting process is done automatically with the rest of the leg. The parenting is indicated by the position of the bone, which points towards the child from the parent.
The image below shows the Creation of Rotation plane IK handles.
Maya understands offset joints and
creates IK movements accordingly. The knee reacts to the upwards movement of the ik handle because this joint was made
offset from the hip and foot joints.
This rig is an Inverse kinematic, this
allows a rig to react more realistically.
Creating groups and changing the position
of the group’s pivot point creates specific movement and rotation. In this
example, each group in the outliner tab controls a separate foot movement. These groups are labelled accordingly, similarly
to how the joints have been labelled for efficiency when working.
Controls can be added once IK rotation groups have been created.
Controls are easier to indicate if their
shape represents the anatomy. For example, a control in the shape of a
footprint.
Joints have priority over everything
else, these can be hidden to prevent changing them by mistake.
The history needs to be deleted and the
transformations frozen on the primitive shape controls. This is very important
as it can affect the movement of the rig.
In the constrain menu: Point controls
translate, Orient controls rotate, and Scale controls scale. Toggling these can
adapt a control.
A
pole vector constraint causes the end of a pole vector to move to and follow
the position of an object, or the average position of several objects.
Driven
keys create an association between pairs of attributes, where one attribute
value (or multiple attributes values) drive the value of another.
The driver will always be for our
controls. The driven is for groups
To clean up the ‘driven keys’ that have
been applied, we can cap the numbers we can scrub between, removing numbers
that don’t affect anything. Now, if a control has a maximum scrub of 30, you
can’t scrub higher than that number. This makes movement easier to adjust.
At this stage, we can move on to the spine. The legs are mostly completed.
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