Rigging a Quadruped in Maya Part 2
Adding sub foot pivots to the front feet:
Here I added 4 custom attributes for the right front control of the legs.
Same process with the first part of the video. I selected the right front toes IK and made it a separate group then I moved the pivot points to where they need to be.
Adding Subfoot Pivots to the Back Feet:
This part of the video has the same process of work that needs to be done with the foot. In the Video below I grouped to IK handles like before and snapped the pivot point where it goes with a quick check to see if it works. (0:00 - 0:42) Then I renamed the group. Next I grouped another set of IK's and snapped the pivot and renamed it. (0:42 - 1:20) Then I did the same again (1:20 - 1:40) When I group each one by one it builds up the hierarchy so the IK can work correctly. After This I go into the connection editor and start connecting each pivot/IK. (1:40 - 2:54 ). Then lastly I constrain Pole Vector ( 2:55 - End).
Rigging The Back:
In the Beginning, the tutorial talks about using an IK Spline Handle. Then I have to select the Neck control and parent it together as well as the front legs to the lower neck and the back legs to the hip. Then I will do the same to the back leg and front leg joints and parent them. (0:00 - 1:40) Next, I will be using the IK Spline Handle Tool options from the first back joint to the last back joint. (to end of 1st video)
Then I will be clicking on Deform and use the Cluster Tool and then I parent each one to specific controls. After that I will select each control and parent constraint them. (0:00 - ___ ) I also have to parent control all 3 controls to the very back control. Lastly I have to select the Hip Control and shift select the root and Constrain Parent
Working With Expressions: For this video I am going to add expressions for the Quadruped using the Expression Editor and should be just like the previous cartoon character rig.
(Video)
blendShape2.rightEye_blend = head_CTRL.rightBlink
This was the Expression for the right eye on the dog rig.
For the rest the tutorial already had it shown.
Here I added 4 custom attributes for the right front control of the legs.
Same process with the first part of the video. I selected the right front toes IK and made it a separate group then I moved the pivot points to where they need to be.
I'm just making individual groups and connecting the pivots a number of times so in the end I can adjust the custom attributes.
[Video]
Adding Subfoot Pivots to the Back Feet:
This part of the video has the same process of work that needs to be done with the foot. In the Video below I grouped to IK handles like before and snapped the pivot point where it goes with a quick check to see if it works. (0:00 - 0:42) Then I renamed the group. Next I grouped another set of IK's and snapped the pivot and renamed it. (0:42 - 1:20) Then I did the same again (1:20 - 1:40) When I group each one by one it builds up the hierarchy so the IK can work correctly. After This I go into the connection editor and start connecting each pivot/IK. (1:40 - 2:54 ). Then lastly I constrain Pole Vector ( 2:55 - End).
Rigging The Back:
Then I will be clicking on Deform and use the Cluster Tool and then I parent each one to specific controls. After that I will select each control and parent constraint them. (0:00 - ___ ) I also have to parent control all 3 controls to the very back control. Lastly I have to select the Hip Control and shift select the root and Constrain Parent
Working With Expressions: For this video I am going to add expressions for the Quadruped using the Expression Editor and should be just like the previous cartoon character rig.
(Video)
blendShape2.rightEye_blend = head_CTRL.rightBlink
This was the Expression for the right eye on the dog rig.
For the rest the tutorial already had it shown.
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