Creating a Character Rig – Part 3: Torso IK controls, rotation orders, and twist (Advanced)

https://i.ytimg.com/vi/5mB2NzX-4mM/hqdefault.jpg



(Note: Due to the custom nature of this rig, it’s really ideal for film / tv / animation. For a rig more optimized for video games, go here instead: https://youtube.com/playlist?list=PL8hZ6hQCGHMUIOilrww1u-mo0sTwYs2W5) Files used: http://areadownloads.autodesk.com/wdm/maya/htm_chr_character_rigging_part3.zip

This movie shows you how to create IK control curves for your IK spine, set the proper rotation orders for them, and add twist via the ikHandle attributes.

Level: Intermediate
Recorded in: Maya 2013

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29 thoughts on “Creating a Character Rig – Part 3: Torso IK controls, rotation orders, and twist (Advanced)

  • November 18, 2021 at 18:23
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    7:00 – 컨트롤러 별 짐볼 축 설정 : zxy. 조인트 축도 똑같이 변경.
    7:51 – 컨트롤러, 조인트 순으로 선택 후 constrain -> parent
    8:40 – IK 핸들을 outliner에서 선택, Attribute Editor -> IK solver Attributes -> Advanced Twist Controls -> Enable Twist Controls에 체크. world up object 1, 2에 각각 hip_bind_JNT, shoulder_bind_JNT 입력. World Up type을 object Rotation Up(start/end)로 설정.
    10:00 – Up Axis를 negative Y로 설정, UP Vector 가운데 값을 -1로, UP Vector2는 가운데를 0으로, 세번째를 -1로 수정.

  • November 18, 2021 at 18:23
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    just fyi for future comments that prob have a problem with this: I had to set my up vector to 1, -1, 0 and my up vector 2 to 0, 0, -1 for everything to turn/work properly on my 2019 version of maya! Thank you for the tutorials though! I'm learning so much!

  • November 18, 2021 at 18:23
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    I'm learning rigging in Cinema 4D but come here for this in depth and well explained theory. Thanks for the tutorial series !

  • November 18, 2021 at 18:23
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    But why negative Y? Why not positive Y? Didn't quite see the logic, since it works either way, I thought you'd want positive Y to be forward

  • November 18, 2021 at 18:23
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    I'm using maya 18 and I can't use V + Middle Mouse to snap cube or curve to hip_bind_JNT or any point. I must use V + Left Mouse to drag cube into the joint. Did anyone know how to solve this?

  • November 18, 2021 at 18:23
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    Does Maya 2018 not have Gimbal mode in the rotate tool settings? I see Default, Object, Manip and Selection.

  • November 18, 2021 at 18:23
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    Everything is going good till i enable twist control….. because when i do enable it, the side bend is also turning into a twist.. ( it's twisting fine and forward – backward bend is good too but my side bend is gong changing it to twist when ever i try…) What do you think am i doing wrong?

  • November 18, 2021 at 18:23
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    Hey there, thanks for the video. I know this is….5 years old at this point, but I noticed that you are really good at replying to people here. I just started this, so everything is pretty straightforward and the bind joints affect the IK spline handle properly, but the parented controls don't affect the bind joints at all when rotating, and they just shake the body strip when I move the controls. I've seen other tutorials use Point Constraints and Orient Constraints. Have Parent Constraints changed over these 5 years or have I messed something up? Thanks again!

  • November 18, 2021 at 18:23
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    I manually changed the local rotation axis of my should bind joint to be consistent with my hip bind joint. However, i find that entering up vector values of Y = -1 and Z = -1 (in up vector 1 and 2 respectively) gives me the desired twist results while entering a value of Y = -1 (for both up vector fields) does not. Why would this be?

  • November 18, 2021 at 18:23
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    The values you use on the rotation order part doesnt work on my file could be because my rig is in the middle of the same instead of having the maya plane at the bottom like yours

  • November 18, 2021 at 18:23
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    Hi,

    I have an Ik spline spine set up for a Trex rig. I have parent constrained clusters translation to my controllers, but when I then parent the controllers to my main centre of gravity control, and rotate it, the spine bends. I'm struggling to get my head around how to set it up properly. Thanks

  • November 18, 2021 at 18:23
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    So we don't need the controls to share the same rotation orders with the result joints but just with the bind joints? And why should we use the x axis as the primary axis in the result joints chain? Thanks

  • November 18, 2021 at 18:23
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    sir at 8:09 you are able to rotate shoulder in reverse (negitive direction) i can only rotate to -2 degrees only…plz help….what is wrong??

  • November 18, 2021 at 18:23
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    How come the end joints are not oriented the same as the rest of the chain? Wouldn't it be better to keep everything consistent?

  • November 18, 2021 at 18:23
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    Hi, I noticed that if rotation axis are not aligned with world space axis ( for example, FK controls on hand and figures), rotation axis will be matched to world space axis after freeze transforms and they loose their original transformation. Someone suggested to grp controls before snapping it to destination from origin and than freeze the transformations. What do you think about that?

  • November 18, 2021 at 18:23
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    Hello! I have a trouble with my EP Curve Tool: when I press V and click the mouse in the corner of the cube, it makes curve outside the cube and it doesn't work on cube corners. Please help me to fix it.

  • November 18, 2021 at 18:23
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    Question: when I do the twisting thing, all my pieces of geometry twist in different directions and its like that even after I finish the process. I checked to make sure all my local rotation axis are the same as yours, and I also checked to make sure "automatically orient joints" is turned off. What should I do?

  • November 18, 2021 at 18:23
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    I have a quick question: At 10:30 when I ajust my up vector 2 to negative 1, my geometry twists out of place, and I can't twist it back. I followed your videos along and everything was going great till now. What should I do?

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