Rigging a Cartoon Character in Maya Tutorial Day 6
Finalizing The Arm
*I Have to fix the placements of this blog post*
Here I added a Shoulder Joint on the cartoon character. Then I Point Constrained both joints together instead of attaching it to it. (They are connected without being part of a hierarchy)
Then in the Second Picture I did the same with the IK and FK Joints.
To add Blend Shapes to a mesh (model) I have to select the Deform Box in Rigging to add in Blend Shapes.
Creating jaw controls with joints
Here All I did was add some jaw/ mouth joints to rig later in the video.
Skinning the Character
Here I selected all the Joints then I selected the main Mesh of the Cartoon Character. After I selected Both I clicked on the Skin Box and selected Bind Skin.
*(Note: My file was messing up and I was not able to fix the problem like I hoped, but I have to open Scene 04_04.ma so I will not be far behind.)*
*I Have to fix the placements of this blog post*
Here I added a Shoulder Joint on the cartoon character. Then I Point Constrained both joints together instead of attaching it to it. (They are connected without being part of a hierarchy)
Then in the Second Picture I did the same with the IK and FK Joints.
Manipulating faces with blend shapes: Showing all the blend shapes that are provided at the beginning.
Creating jaw controls with joints
Here All I did was add some jaw/ mouth joints to rig later in the video.
Skinning the Character
Here I selected all the Joints then I selected the main Mesh of the Cartoon Character. After I selected Both I clicked on the Skin Box and selected Bind Skin.
*(Note: My file was messing up and I was not able to fix the problem like I hoped, but I have to open Scene 04_04.ma so I will not be far behind.)*
Comments
Post a Comment