Rigging a Quadruped in Maya Part 3

 Adding Advanced Functionality
Adding Extended Twist functionality to the back: In this part I will be using the IK spline solver's attribute editor. Before working with the tool every joint that's being worked with should be oriented correctly.  In the tutorial it mostly talks about the orientation, but when I try to move one thing the video does it does not let me. Though not much is being done other then explaining what each thing does. Video below is quick just shows what the tutorial was doing for a bit.


Rigging a "stretchy" back: In the first part I will have to measure the spine curve using a MEL command line since Maya does not have that option to measure curves.
( arclen -ch 1 ) was the first command, but to get the measurement I have to use ( select curveInfo1 )
and that number shown in the attribute editor shows the curve at rest. (Video 1)
Next, I will go into the Hyper shade Editor and click on Create and select Multiply Divide Node
 shift select the select curveinfo1 and multiple divide would not work when I selected input and output connection. Though this is another way of using the connection editor. The video below comes from the tutorial since I was not bale to get it to work. (Lynda, LinkedIn) the tutorial video is also a different version so it might differ a bit.

Rigging "stretchy" legs: First I will be going to the measure tool and use the  distance tool to measure the leg joint both the front leg and the back leg. ( one has been done already )
then I will select the locator and the nearby joint and use the constrain tool. Then I will so the same as before, but I hope it works this time. ( Using the Hyper Graph [I see what I did wrong now] & Multiply Divide, but also using the Connection Editor ) , but after all this I will end up adding stretch on the leg joint. (Quick Video)

Switching leg stretch off and on: Here I am learning how to turn leg stretch on and off. First I have to go into the Hyper Shade tab and place a Blend Colors utility node. from there I start connecting the color nodes to other specific nodes. *(another problem) It does not show me never mind... After I make the node connections I will then go to the connection editor for the final connections.
(Quick video of the result)

Creating an FK/IK tail: For this part of the tutorial I am adding FK and IK controls for the tail. First there will be 2 sets of duplicated tail joints to create both IK and FK controls. (were already made in the tutorial) (Quick video below)
Next, I go into the Hyper Shade editor and create a blend colors node like before. then I will also use the connection editor. I connect the same things again (Color1 etc.) (Video)

Then I connect the custom attributes Tail FKIK in the connection editor. I have to the same for every joint. ( The tip joints can be ignored) Doing the same for both modes.

Controlling the dog tag with dynamics: Here I will be working on controlling the dog tag with dynamics. First I will be creating an IK Spline from the base to the tip of the dog tag. After that I select the curve and go to the FX mode and click on nHair and select Make Selected Curves Dynamic. (Video)
Then I will constrain the originalCurve to the nearest appropriate control or joint. After I constrain parent and scale I will be selecting the follicle ( I accidently added 2  follicle I hope it works) and go to the attribute editor and click on point lock and switch it to base. (Video)
When this is done the next thing is to delete the original IK handle first then create a new IK handle by using the IK Spline Handle Tool.  After its been created I will control select the dynamic curve to create a new IKHandle. (I had a bit of trouble, but I fixed it) Then lastly I have to adjust a collision object and smooth bind the joint and the dog tag. (Video)


Making the rig scalable: For the final part of this section of the tutorial I am learning how to scale the rig. First I will go to the Hyper Graph and create a new group and then using the connection editor to connect that group and the superMover. (Video)

In the other part I have to do the same to adjust it from stretching but I will be using the Hyper Shade instead. I then have to create an additional multiply and divide node in the hyper shade. After that I have to open the connection editor again. (Video and final result)









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