Tutorial: Rigging an IK Leg in Maya


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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)

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23 responses to “Tutorial: Rigging an IK Leg in Maya”

  1. 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.

  2. 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?

  3. 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

  4. 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.

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