https://i.ytimg.com/vi/WxogLUq1rd4/hqdefault.jpg
Follow the link to sign up for a free 7 day trial on Lynda.com:
http://www.jasonbaskin.com/baskin_lyndaTrial.html
In this tutorial, I describe the process for creating a simple IK leg in Maya. Topics include:
– Joint placement
– Creating an IKRP handle to control the leg
– Creating IKSC handles to stabilize the foot
– Creating sub-foot pivot groups to allow for foot flexing and weight shifts
– Creating a foot control with custom attributes
– Connecting the foot control to the sub-foot pivots using the connection editor
– Creating knee controls (using the pole vector constraint)
Subscribe or check back often for more rigging tips and tutorials!
source
23 responses to “Tutorial: Rigging an IK Leg in Maya”
Made my life a lot easier, Thank you Jason 🙂
nice video… really helpful 🙂
When I moce the NURBS circle feet doesnt move only circle moves
How do you mirror everything we just created on the left side over to the right side?
nice video! i'm making a python rigging script and this has all the information I need!
Thank you for this great tutorial!! 😀
You sound alot like Dr Kliener from Half Life 2.
Thank you for this,it helped me a lot and I understand it more clearly ??
Thank you
Great set of videos! Very helpful.
One minor problem I've come across; When I group the IK ankle pivot to create the 'heel peel' motion, the joints don't behave the same was at the IK handles. The handles of the ball and toe stay in the correct place, but the joints decide to rotate around the ankle joint. However if I then move the foot control even slightly, the joints snap into the correct place. Do you think this is just a Maya error? It also affects the mesh once skinned in the same way.
Beautifully Explained!!
when I parent the ik to the foot control and then i move the foot control the ik doesnt move with it
do anyone have a solution for this?
YOU DA MAN! Thank you!!!
Awesome. Very helpful and well explained.
Hey! I am having problems with the groups' rotation axises. I can't connet the new attribute to rotation because it's rotating in all the directions. I just have problems with the group, joints and curves have the correct rotation axis. Any solutions?
Thank you.Really nice tutorial……
Thank you very much. I'm have been lagging in my rigging assignment. I finished it in 20 minutes after watching this stuff. This is golden.
thanks for tutorial
how do i parent the mesh to the joints to make the mesh bend and move with the joints?
thanks this was great!
nice tutorial!! but i have a problem, when i pole vector between the circle and the ik, the ik pole vector will rotate itself, i confim the circle have freeze tran, and delect history
This is a fantastic tutorial! I looked at your other videos you uploaded to find an answer to this question as I am a beginner in Maya but didn't find a solution. How would I go keyframing this leg? Would I do the master group "Lfoot ctrl"? or keyframe each individual group in that sequence? thank you.
i m already stuck in beginning cant place the first joint