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Understanding hubs

From: Getting Started with CAT Rigging Tools in 3ds Max

Video: Understanding hubs

When it comes to creating a custom character rig using CAT, an understanding of CAT's use of hubs is essential as the hub is a building point for many aspects of a CATRig. A Hub is a special type of CATBone. Typically, it's a foundation from which spines, arms, legs, and tails are built. A few specific examples of a CATHub would be a pelvis or a ribcage, maybe even a head, depending of course on its function within the rig.

Understanding hubs

When it comes to creating a custom character rig using CAT, an understanding of CAT's use of hubs is essential as the hub is a building point for many aspects of a CATRig. A Hub is a special type of CATBone. Typically, it's a foundation from which spines, arms, legs, and tails are built. A few specific examples of a CATHub would be a pelvis or a ribcage, maybe even a head, depending of course on its function within the rig.

To actually create a CATHub, we first need to create a blank CATParent, which hopefully by now we are quite familiar with. Let's come over to our Helper section and dropdown our list and choose CAT Objects. Let's select the CATParent button and then click and drag in our viewport to create the Helper. I just want to make some modifications. I'm going to change the CATUnits Ratio to 0.338, just to make it a little bigger in the scene.

Next, I want to orient it so it is facing the same way as our creature. I'm going to right-click and come to the Rotate tool and then press the A key to turn on our angle snap. Now I'm just going to rotate this minus 90 degrees in the viewport. With our Helper in place, we can now switch over to our Modify panel, where again we gain access to all of its options, but we're interested in scrolling down to the bottom of our CATRig Load Save rollout, because you'll notice just underneath our preset rig list, we have this Create Pelvis button.

Clicking on this creates a hub in the scene, which obviously can now function as a pelvis. As with all bones in a CATRig, we can change its name, which I am going to do. I'm just going to rename it to Pelvis, press Enter, and we can also change its color. I'm just going to quickly change it to a value of 198, 225, 87, and again, I'm just going to click OK. We also--just like a standard CATBone--get access to the Length, Width, and Height parameters, which I'm just going to adjust now to better match our creature.

So I'm going to set the Length to a value of 31, the Width to a value of 48, and the Height to a value of 17.7. It's usually a good idea to make certain that the pelvis is in the correct position for our character before moving on to creating limbs. The position and placement of the pelvic hub will quite obviously impact the position and placement of any limb bones that are built from it. Coming over to my Front viewport, I'm just going to rotate this bone around about 30 degrees, and I'm also going to move it into a better position, again, just to match our creature.

From this very simple start, we can build all manner of rigs ranging from very simple to very complex, which is exactly what we'll do over the next few videos using of course the character art that we have set up on our image plane.

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This video is part of

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Getting Started with CAT Rigging Tools in 3ds Max

40 video lessons · 2718 viewers

Joel Bradley
Author

 
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  1. 3m 52s
    1. Welcome
      52s
    2. Working with the exercise files
      38s
    3. What you should know before watching this course
      59s
    4. Setting up the 3ds Max project structure
      1m 23s
  2. 5m 29s
    1. What is CAT?
      2m 4s
    2. Locating CAT features in the 3ds Max user interface
      3m 25s
  3. 26m 3s
    1. Using the preset rigs
      3m 38s
    2. Organizing a rig using custom names and colors
      6m 1s
    3. Editing the preset rigs
      4m 33s
    4. Exploring the 3ds Max Modifier List
      5m 11s
    5. Repositioning bone pivots
      3m 8s
    6. Using control gizmos
      3m 32s
  4. 28m 15s
    1. Understanding hubs
      3m 19s
    2. Adding legs to a rig
      4m 21s
    3. Working with spines
      4m 44s
    4. Adding limbs
      4m 45s
    5. Adding extra bones to the head
      6m 0s
    6. Adding toes and tails
      5m 6s
  5. 16m 17s
    1. What is a muscle strand?
      6m 15s
    2. Using a muscle strand on a rig
      3m 22s
    3. What is a CAT muscle?
      3m 1s
    4. Putting a CAT muscle to work
      3m 39s
  6. 11m 42s
    1. Understanding the Setup and Animation modes
      3m 17s
    2. Exploring the Absolute layer
      3m 13s
    3. Explaining adjustment layers
      2m 23s
    4. Exploring the CATMotion layer
      2m 49s
  7. 16m 4s
    1. Working with the hand and foot hubs
      4m 1s
    2. Exploring the foot pivot system
      3m 40s
    3. Exploring the CAT display inside track view
      4m 5s
    4. Using the IK/FK system
      4m 18s
  8. 15m 31s
    1. Exploring the CATMotion Editor
      2m 28s
    2. Customizing motion
      4m 49s
    3. Directing motion
      5m 25s
    4. Grounding motion
      2m 49s
  9. 29m 41s
    1. Building a rig: The lower body
      7m 1s
    2. Building a rig: The upper body
      8m 36s
    3. Making good use of secondary bones
      4m 54s
    4. Creating a rough skin pass
      3m 45s
    5. Creating a stress-test animation
      5m 25s
  10. 42s
    1. What's next?
      42s

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