• Saturday , 8 August 2020

(Part 4) Create hip and spine rigging for your Maya character

Code Canyon


I continue creating my rig and begin this tutorial by demonstrating how to clean up the Channel Editor so that only the keyable attributes remain (00:47). I clean up the attributes for the leg pole vectors (01:20), I then remove the attributes from the Channel Editor using the Channel Control (01:44), I then clean up my foot controls (02:28), and finally I clean up the Channel Editor for the Root joint (03:00). I then build my hip control (03:20), I start with a nurbs circle (03:33), snap it to the Root joint (04:00), complete the hip rig with two more nurbs circles and use Ed Whetstone’s mel script to join the nurbs circles. Here is the mel script:

global proc groupUnderTransform(){
string $selCurves[] = `ls -sl`;
makeIdentity -apply true -t 1 -r 1 -s 1 -n 0;
select -deselect $selCurves[0];
pickWalk -d down;
select -add $selCurves[0];
parent -r -s;
select -r $selCurves[0];

At (05:15) I demonstrate how to make a button/shortcut on a shelf for this script. At (05:40) I begin the process of properly linking the Hip Control. At (06:30) I demonstrate how to attach the knee pole vetors to the Hip Control. I begin the process of rigging the spine at (07:05), I use the Spline IK to attach Spine A to my Clavicle joint (07:40), at (08:20) I add a cluster to the spine, at (08:30) I use the Component Editor to weight the spline vertex, at (10:25) I use a locator to attach to the spine cluster. I demonstrate how to add an attribute (12:38), and then use the Connection Editor to link the back twists to the locator (13:30), at (14:10) I demonstrate how to use Set Driven Keys to add the animation to the new attributes.

Next lesson in this series:

(Part 5) Add a head control, shoulder and arm riggs to your Maya character

(Part 6) Final tutorial Maya rigging, hand and eye controls

Previous tutorials:

(Part 3) Rig Maya legs with an IK handle reverse foot

(Part 2) Joint Orientation and Reverse foot skeleton

(Part 1) Create your seleton with Maya bone tool, joints and mirror.

Working with joints and bones in Maya

Forward Kinematics vrs Inverse Kinematics and Parenting


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