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Maya 8.5 Character Rigging
Bruce Heavin

Maya 8.5 Character Rigging

with George Maestri

 


Maya 8.5 Character Rigging provides an overview of rigging, character geometry, and topology, and then delves into the details of how to create professional, realistic 3D characters. Instructor and animation veteran George Maestri shares his expertise on everything from kinematics to character skinning. Using hands-on examples, he teaches users how to best plan, create, edit, and move an animated character with Maya 8.5. Exercise files accompany the tutorials.
Topics include:
  • Understanding the uses of rigging
  • Creating skeletons
  • Making inverse kinematics and constraints
  • Rigging characters
  • Binding and editing skin
  • Creating a skeleton and skin for a head
  • Finalizing a rig

show more

author
George Maestri
subject
3D + Animation, Character Animation
software
Maya 8.5
level
Intermediate
duration
4h 39m
released
Aug 31, 2007

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Introduction
Welcome
00:01Hi, my name is George Maestri, and this is Character Rigging in Maya 8.5.
00:05A little bit about me: I have been working with Character Animation for almost 20
00:09years, and I have been doing 3D for probably 15 of that.
00:14I have used Maya pretty much ever since it was released, and I used Alias before that.
00:18I currently teach Character Animation at Otis College of Art in Los Angeles.
00:23And this course is going to be about Character Rigging, and what that means is
00:27that we're going to take a model of a character, and we're going to rig it with
00:32a skeleton, and then we're going to bind that geometry to the skeleton using
00:35skinning, and then we're going to create some controls that will make it very
00:39easy for you, or for an animator, to manipulate that character.
00:42So with that in mind, let's get started.
Collapse this transcript
Exploring the Maya interface
00:00This video will give you some of the basics of how to navigate and move things around in Maya.
00:07If you really want to get a good overview of the interface it's probably best to
00:11go through the Learning Maya 8.0 title, which gives you all the foundation of
00:17Maya and gets you really through it.
00:18But let's just use this as a quick reference to the interface and how to use Maya.
00:23Now I'm using a Windows machine. Maya also works on Mac and Linux.
00:29For me to start up Maya I just double-click on my icon on the Desktop.
00:34Now you may have to fish through some menus on a Linux or a Mac machine to get
00:39to Maya, but pretty much the same thing.
00:41Now once I get into Maya I'm going to show a little bit about how to navigate,
00:45but before I do that, I need to stress something, and that is get a three-button mouse.
00:51Now most Windows and Linux users already have three-button mouses, but if you're
00:56on the Mac you may have a one or two-button mouse.
01:00Go to the store spend $10 to $20 and get a three-button mouse.
01:05Maya just works so much better when you have the proper mouse.
01:09I'm sure there are some sorts of shortcuts for two-button mice but I'm not going
01:14to teach them because they are kind of workarounds.
01:16It's going to be a much better if you have a three-button mouse.
01:20So let's go through some of the interface here, and I'm using a three-button mouse.
01:24Now when Maya starts up it comes up with what's called the Perspective view
01:28which is a 3D--or rather 2D-- representation of your 3D world.
01:34If I want I can hit the spacebar very quickly.
01:38Now if I hit the spacebar and hold it a menu comes up, I'll get to that a little
01:42bit, but if you just tap the spacebar you can switch between Perspective and
01:47what's called the Four-View, which has a top, front, and Side view.
01:52And if your mouse is over any of these views, let's say it's over the Front view,
01:55and you hit the spacebar then it comes up into Front view.
01:59Now front is basically what's called an Orthographic Viewport.
02:02It's kind of like a drafting view, you can't spin around but you can pan and
02:06zoom in this Viewport, and it's great for when you build things, building them
02:11on a plane essentially.
02:13But I'm going to go ahead and position my mouse over the Perspective Viewport
02:16and hit Space again. And let's go through some of the navigations.
02:20Now again, with the three-button mouse all you have to do is hold down the Alt
02:24key and left-click, and you can rotate your view.
02:28If you middle-click, you pan the view, and again holding down the Alt key.
02:34If you right-click with Alt held down, you zoom. Very simple.
02:40Now for those who have a mouse with a middle wheel, you can also just spin that
02:47wheel to zoom so that's another option that you can do.
02:51So again, Alt, left-click, middle-click, right-click.
02:58Now some other things is how to move, rotate, and scale objects within Maya.
03:03If you want, you can create objects.
03:07We have some tabs here which have some standard objects, or if you want we have
03:12a menu system here we can also create things through the menu system.
03:15So if I wanted to create a sphere I'll go Create > NURBS Primitives > Sphere and
03:19then left-click and drag, and it creates that sphere.
03:23Now initially what it does is it creates it in what's called Wireframe.
03:27Wireframe is just kind of a transparent view of just the wires that create the object.
03:33If you want to see how that object look shaded all I have to do is in any
03:37Viewport there is going to be this window here, and you go Shading > Smooth Shade All.
03:41Okay, Shading > Wireframe.
03:43There are also some other modes which most people don't even use.
03:47Flat Shade, which doesn't smooth shade, it gives you the testellation of that,
03:50you can also do Bounding Box, you can also show Points.
03:54But most people just use Wireframe or Smooth Shade.
03:58Now there's some options here.
03:59You can also use some keyboard shortcuts, the 5 key shades it.
04:04And then the 2 and 3 key gives you various levels of resolution--actually
04:09it's the 1, 2, 3 key. 4 is Wireframe, 5 is Shaded.
04:16So if I hit 4, and I can hit 1, 2, 3, you can see that it actually is giving you
04:22more detail and a smoother view.
04:24Now if I want to move things I can select the object.
04:27I can select objects by just clicking on them or if I want to you can
04:32hold down Shift and drag.
04:33There is also a Lasso tool here, if you want to you can lasso objects
04:38or whatever you want.
04:41And we also have, if we want to move objects around, we can Move, Rotate, and Scale.
04:46Now there's also keyboard shortcuts.
04:48The Q key is Select, the W key--these are actually called the QWERTY Tools--
04:55so Q-E-R, these are kind of like the top left-hand corner of the keyboard, so Q-W-E-R.
05:00So Q is Select, W is Move, E is Rotate, R is Scale.
05:09So if I want to move I hit W, or I can just hit this, or I can do--there's
05:15actually a Move tool somewhere in here-- but actually it's always easiest just to
05:20go here, so I can just select that object, hit Move, and then I can move it.
05:25Now there's actually three arrows here, and each arrow moves it along a specific axis.
05:31So if I click this one, it moves it along the Z axis, and these are
05:36color-coated, X, Y, and Z. So if I hit that, that's the X one, and if I select in
05:42the middle I can move it anywhere I want.
05:45So if I select any one of these I can move in a specific direction, if I select
05:50the middle I can just move it wherever.
05:52The same for rotate, when I hit E for Rotate, and if I want I can do blue to
05:57rotate around Z, red to rotate around Y. If I click in the middle here,
06:02left-click and drag, I can spin it however I want, and the same for Scale, if I
06:09want I can hit R, and I can scale it however I want.
06:13So those are some of the basics of navigation and moving objects around in Maya.
06:17So hopefully that will help you as we go through some of these lessons.
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Working with the exercise files
00:00Now there's one more thing before we get into the lessons, and that is how
00:04Maya deals with files.
00:07And Maya likes to work with what are called Projects, and what a project is
00:12simply a collection of directories that Maya knows where everything is.
00:17Now Maya can just take files from anywhere, I mean, you can put a Maya--what's
00:22called a Maya Binary or Maya ASCII file--which is essentially your Maya scene.
00:27You can put that anywhere.
00:28But typically, Maya likes to have it in a very rigid hierarchy, and that makes
00:33sure that it knows where all the textures are and all the animation and where to
00:37render and all that sort of stuff. So what we can do is we can create a project.
00:43Do Project > New, and now we're already going to have our project set up for
00:48these lessons, but I'm just going to show you this New.
00:51And what it does is it just kind of shows you where the location is.
00:55So I'm going to go ahead and use defaults, left-click on Use Defaults, it'll
00:59tell you that we have Scenes, Images, Source Images, Clips, where the Sound
01:04files are, where the Particles are, where the Shaders are, really where
01:07everything is that Maya needs.
01:09It's going to be in these standardized directories, and what we can do is we can
01:15set the location up to be whatever location on the disk or on a server or
01:19wherever you want it to be.
01:21I'm going to actually cancel that because we're not going to set up a project at this point.
01:25But what we usually do before we start a lesson is we're going to go ahead and set a project.
01:30So I'll go Project > Set, and what we are going to do is we're going to scroll
01:34to our Exercise Files directory, or folder, and that's going to be on the
01:40exercise files from lynda.com if you have paid your full tuition and all that sort of stuff.
01:45You'll get the exercise files, and you'll install them on your hard disk, and
01:49then once you do that, you go find that directory.
01:51Now I have it on my Desktop, but you can put it wherever you want.
01:56And it'll have all the directories for each of the lessons or each of the
02:01chapters that we have.
02:03So, for example, if I go into 01_Tools, it will have all those directories that we created.
02:10It's actually what's called the Project Directories, but if I want I'll just
02:14select 01_Tools and hit OK.
02:15So now, when I go to open a file, when I go Open Scene it actually goes to my
02:23Desktop, and it goes to 01_Tools/scenes.
02:26If I go Up Arrow you'll see that I have 01_Tools, go Up Arrow again, this is my Exercise Files.
02:32So what it does is it just kind of sets your default directory so when you go to
02:37open something it just instantly goes there, it makes a lot easier.
02:41Also, that means that everything is pathed so if we're using textures or anything
02:45else Maya will already know where all that stuff is.
02:48So if we go into our scenes files, then we can open up whatever scene we want.
02:54So that's the basic of projects, and we're going to be using projects throughout these lessons.
02:59So, let's go ahead and get started with the learning.
Collapse this transcript
1. Overview
Overview of rigging
00:00Let's go through a Rig and show you what it looks like and what we're going to
00:04be creating here in this course.
00:05It's always a good idea to kind of see what the final product is so that way as
00:10we build things you'll kind of have an idea as to why we're building them.
00:14So I'm going to go ahead and set things up here. We're going to first of all set our Project.
00:19Okay, if you have loaded your exercise files it should have a bunch of directories
00:22in there with each chapter.
00:23So we're going to go ahead and set our Project, and in our exercise files
00:27directory here we have 01_Intro, which is the chapter we're on now.
00:31So let's select that, hit OK, and that will set our paths so we can see our character.
00:37And then we're going to ahead and open the scene.
00:39Now in that scene, actually in that project, 01_Intro, we have a
00:44subdirectory called Scenes.
00:45And we'll click on there and 01_01 is the finished character.
00:51So that's what he looks like, and this is what we're going to be creating in this course.
00:55Now let me explain a few things about this Rig.
00:58Let me just show you how it works, I think that's the best thing to do.
01:02You'll notice it has a lot of these curves that are set around the character.
01:06Now these basically are our control points. These are what we use to control the character.
01:13So all you have to do is select those, move them, rotate them, you can even
01:17scale them, and they'll manipulate the character.
01:21So if we have this large one here called Character Master, and that just moves
01:25the character around this kind of our Master Node where we can place the character in the scene.
01:30We have C-O-G, which is Center of Gravity, and that just moves the character up and down.
01:36If you notice his arms are kind of sticking in place that's because we have IK on the arms.
01:40These little boxes are IK, and we can turn those off.
01:45If we go over to our Channel Box here we have this IK_FK control, which turns that off.
01:51So now we can rotate the joints using forward kinematics.
01:56One of the things I did was when we built this skeleton we built all of the
02:04controls out of curves.
02:06So that makes it very easy to select off just the curves by using our Selection Mask.
02:11So if I turn off surface objects, skeleton, so on and so forth, I will only select
02:19the things that we're using to control this character, it makes it a lot easier.
02:22So again going back, we can rotate the arms, and we also have hand controls, we
02:28have custom controls for the hands.
02:31So if we select this ring around the wrist that's obviously what we can use to
02:35rotate the wrist, but if you scroll down here in the Channel Box you'll see
02:39that we have all of these additional attributes for the index finger so I can
02:43move all the fingers.
02:44So that way I'll only have to select one object in order to animate the entire hand.
02:50And if I want to I can select a bunch of these, animate a bunch of fingers at once, okay.
02:55If I select one of these I can middle-click and drag left or right, and that
02:59will increase the value of any one of these parameters, okay.
03:04So we also have controls for the legs. Let's go down to the legs here.
03:10We have what's called the Foot Control, which looks kind of like the heel of that shoe.
03:15All the controls are named in uppercase which makes it easy.
03:19And then we also have controls for the toe, so if I want to I can rotate the toe up or down.
03:25Also I have another control behind here called the Heel Control, which it lifts
03:30the heel above the ground, okay.
03:32So these are very handy for use in like walking the character, that sort of thing.
03:36We also have Knee Controls so I can actually control the direction of the
03:41character's knee, but of course I need to bend the knee.
03:44So I'm going to bend the knees there.
03:48And if I select one of those knee controls you can see that the knee is always
03:51pointing at those little boxes, okay. Same for the elbow, okay.
03:57If I have Inverse Kinematics turned on I have a little box back here, and that's
04:01the target that the elbow points to. The remaining controls are for the Face.
04:06We select this big box it's called Head Control.
04:09And if we want we can rotate the head, and that just moves the head around.
04:15Inside of this box are two controls, one is for the mouth and one is for the eyes.
04:20So if I select this little teardrop shape that will open and close the mouth, so
04:26if I move it up and down it opens the mouth.
04:29If I move it left and right it moves that jaw left and right.
04:32So basically, it's a Jaw Control.
04:34Now the reason I have it as a teardrop shape is because we can also rotate that,
04:38so if I want to I can rotate the jaw left and right, okay.
04:41It gives you a lot of control over what the character can do.
04:45And then we have these controls here, and this basically just blink, so they'll
04:49blink each one of the eyes.
04:50Now for actual facial animation we're using what are called Blend Shapes.
04:55So we can find those under Window > Animation Editors > Blend Shape.
05:02And what that does is it brings up all of these targets that we can use to
05:06control the shape of the face.
05:08For example, if we want brow up left, brow up right, mouth frown, okay.
05:16Let's see that a little bit better here. Mouth smile left and right, okay.
05:24So when you combine that with the Jaw Control, you can create a lot of different
05:28mouth shapes and eye shapes as well.
05:31So we also have E is for Eye, B is for Brow, M is for Mouth, and P is for Phonemes.
05:37So if you want to like Ooh, if you want to have your character saying Oh or Ooh,
05:42you can do that and so on and so forth, okay. So that's our mouth shapes.
05:53And then also we have Eye Controls, so this little gizmo here.
05:58If you select the outside oval you can move it to direct the eyes.
06:04Inside the oval are two circles and they just control the left and right eye.
06:08So that's basically the Rig that we are going to use, and this is very similar.
06:13It may not be exactly like Rigs that you'll encounter, but it uses most of the
06:16same techniques and technologies for creating a Rig.
06:21And if you understand how to build this Rig you'll be pretty far along for
06:24understanding how most Maya Rigs are built.
06:27Now some Rigs will be a lot more complex, some will be simpler, but we'll give
06:31you a good toolkit to use when creating your own Rigs.
06:35Okay, now let's move on, I am going to show you a little bit about what needs
06:39to happen with the model before we start in on the rigging process and a few more things.
06:44So onto the next lesson.
Collapse this transcript
Overview of character geometry
00:00Now that we understand a little bit what a Rig is going to look like, let's take
00:05a closer look at the model and how the geometry of the character needs to be
00:09before we start rigging it. So we're going to go ahead and open a file.
00:14We're going to Open Scene, Ch01_02, and this is the basic model that we're going to use.
00:21Now the first thing you'll notice is that it is in segments.
00:25Now you can model your character in one big piece, and a lot of people do it that
00:31way, and there's plenty of reasons to do it like that.
00:34I segmented this out just so that we could have the head separate because
00:38sometimes it's easier conceptually just to see how the head works separate
00:43from the body just makes it a little bit easier to take a look at things by
00:47having a separate head.
00:48And in some ways it's also just easier to rig a separate head because then you
00:52don't have to worry about all the body geometry when you get to what are
00:56called the Blend Shapes which means you have to model entire bodies when you do Blend Shape.
01:01It makes it easier to have separate heads because the modeling tasks are a
01:04little bit easier, and it's a little bit easier to manage.
01:07But again, it works both ways. So let's take a look at this.
01:10We have got a separate head, and in fact, if I move that head away you'll see I
01:16also have separate eyes and teeth, okay.
01:20So these eyes are spheres--they're basically spheres--and what I did was I
01:25textured the front couple of polygons to look like a pupil. And of course, you
01:30could do a texture map or whatever for that if you wanted to.
01:33I'll also have separate teeth, and the reason I have separate teeth is just
01:37easier when it gets to facial animation to have separate teeth because you can
01:41actually animate them out of the way if you need to, if you need to kind of do
01:46some little tricks with the teeth.
01:48And then the body, we actually have the hands as part.
01:51Now some people will segment out the hands as well, so in addition to having a
01:56segment at head they'll have segments in hands.
01:59But we're going to go ahead and leave our hands as part of the main geometry.
02:03And then down on the feet here we have got--feet are also part of the body.
02:08Again, you can segment the shoes if you want to. So that's the basic topology of the character.
02:13And also, I have bowtie.
02:14I left the bowtie separate because there may be times where we want to animate
02:19the bowtie coming off, to keep that bowtie separate, so we're just going to go
02:23ahead and make it a separate object.
02:25So that's the basics of how the character is put together.
02:29Now in the next one we're going to show you a little bit about the topology of
02:33the character and how the character is actually built.
Collapse this transcript
Overview of character topology
00:00Okay, so now we know a little bit about how the character is put together.
00:04Now let's talk a little bit more about the topology of the character or actually
00:07how the character is modeled or built.
00:09So we're going to open up that same file, and let's just take a look at it further.
00:16So one of the things about this character that you can notice is that it's
00:19actually fairly low resolution.
00:21There is not a ton of detail. In fact, with most character models you want just
00:27enough detail to convey what you need to convey without adding any extra because
00:33every additional vertex, piece of geometry, something you have to deal with when
00:38you're rigging, when you're skinning, and the more vertices the more hassle.
00:43And so if you can keep it as simple as possible then your rigging is going to go a
00:47lot more simply as well.
00:49Okay, if you look at the arm of this character, really there is not a lot of
00:53detail, there's maybe only eight radial sections or so.
00:56So when you're dealing with like a very critical area such as under the arm,
01:00you have got one, maybe two, or three rows of vertices that you need to deal with
01:04rather than six or eight, and it makes it much easier to keep things going in
01:10the right direction and in the right place.
01:12If you look at the hands there's just enough detail for the hands.
01:16So, for example, each joint only has three, one, two, three edge loops and then
01:22maybe one other at the end to create kind of like a shape for fingernail.
01:26Same with the legs.
01:28There's really not a lot of detail in the thigh area but there's a little bit
01:32around the knee just so that the character's knee will bend properly, and a
01:36little bit of detail around the legs because it kind of has these little
01:40bell-bottom flared cut so we need some detail to create that, okay.
01:44Same with the arms just enough detail around the joint and then enough detail to
01:48make a cuff for his shirt.
01:51And again, we just have a couple of rows of vertices here.
01:54Now the thing is is that, when this character is actually animated we're going
01:58to be using something called Smooth Proxy. Now let me just show you that very briefly.
02:02We make sure we go into the Polygons Menu, we go into Proxy > Subdiv Proxy.
02:08What that does is it creates a smooth version of our character--okay--that is smoothed down.
02:17In fact, you probably see a little bit better on the head here.
02:21Select that head, Proxy > Subdiv Proxy.
02:24Now you can see how, especially up here, how it smooths out the head.
02:28And so what it does it actually creates a piece of geometry that has a lot more
02:33detail than our original piece of geometry.
02:36We can actually dial up the amount of geometry that we have to get
02:40whatever resolution we want. So let's take one look at the head.
02:45Now the head again is low-res modeled.
02:48It's modeled with just enough resolution to give you the detail you need so that
02:52when it's smoothed it looks fine.
02:54And again, the reason we do this is we don't want anymore detail than we need to
02:59animate the character.
03:00We can get very good animation with just as much detail.
03:04So with the face one of the things you need to look at is how the detail is
03:09constructed that's surrounding the eyes and the mouth, and the mouth is probably
03:15a little bit easier to look at.
03:16You can see that we have got these rings of edges, or edge loops, right there,
03:20another one right here, and another one right here. And that's because the
03:27muscles around the mouth surround the mouth radially, and the mouth can also be
03:32pulled out basically almost like puppet strings, there is a muscle that goes
03:37from here all the way up to just about the ear that pulls that way, there is
03:41one that goes up along the nose to make it sneer, another one along the lower
03:46lip to pull it out this way.
03:49And so what you want is you want enough detail along the sides of the lip to be
03:53able to pull it up in all these different directions, and so that kind of
03:57indicates that you need this kind of radial structure.
04:01The same with the eyes, we have rings around the eyes to make sure that they can
04:07blink, open, and go wide.
04:09Okay, now in this character we have eyebrows that are essentially separate
04:15objects that we put into the Mesh using the combined function, so Mesh >
04:19Combine, so essentially these are just boxes that were reshaped, and then we
04:25combine it in with the main Mesh.
04:27Now some people may actually separate out the eyebrows, and for a more realistic
04:31character you would properly have the eyebrows kind of built into the surface of
04:36the face rather than these separate cartoony eyebrows.
04:39It's just a matter of style and how you want to build the character.
04:43But even the most realistic character will still have the same structure around
04:48its mouth and around its eyes, okay.
04:49So that's essentially what you need in terms of character and character model.
04:55You want to model that looks good, that's easy to deform, and that's as
05:00simple as possible, okay.
05:03Now this is not to say that you want to make a thing that's so simple that
05:07doesn't look like anything.
05:08Just enough detail to make it look exactly the way you want it when it's smoothed out.
05:12Okay, so let's move on to a few other things.
Collapse this transcript
Staying organized
00:00Now there's one more thing I want to talk about before we actually get into
00:04rigging, and that's staying organized.
00:06When we create one of these character rigs, we're going to have a lot of pieces.
00:11It's kind of almost like a virtual machine, and we have a lot of parts that
00:15make up this machine.
00:16We have got joints, we have got geometry, we have got control objects, and all of
00:22these need to stay organized for us to be able to work on the character and be
00:27able to fix things or to even to be able to go on to somebody else's character
00:32and understand what they are doing.
00:34It's almost kind of like documenting a computer program or writing a manual for
00:38a thing that you have built.
00:40Let's take a look at our character, and I will show you a little a bit about
00:44how it's organized.
00:45There are a couple of things that we need to do in order to stay organized.
00:50One of the first things is Layers.
00:52Maya has a very good layering system, and we can use that to create some organization.
00:58In this particular character, I have my layers over here, they're in the Channel
01:02Box, and I have got a bunch of layers, I have got one here for Geometry, one for
01:07the Skeleton--I'm turning all these off-- and the Controls that operate the character.
01:12But then I have to two ones that are normally hidden and those are the heads
01:16that we use to create the Blend Shapes, in fact that could be deleted.
01:19And we also have one for the Proxy which is the character before it's smoothed.
01:23Okay, so I have kind of segmented all of those out into their individual layers.
01:27Now typically when you animate the character, you are just going to keep on the
01:31Controls and the Geometry layer.
01:32Now the other way to keep the character organized is the Outliner, and what
01:37we have done here is we have segmented out the different types of parts of the
01:42character into their own little hierarchies.
01:45So, for example, the Geometry of the character is in this group here.
01:49The actual Skeleton of the character-- and now we have turned down that
01:54Skeleton layer--is here, okay.
01:58So we are actually are taking the Skeleton and making it separate from the
02:02actual control of the character, okay.
02:04So there's the Skeleton of the character, and then we also have the Controls, okay.
02:11And the controls here are really where we're going to be animating.
02:14So what we have tried to do is make all of these objects as easily accessible as we can.
02:19Now the other thing that we have for organization is a naming scheme.
02:24If you notice here all of these control objects are upper case, all caps, lettering.
02:31Now the reason I do that SPINE 1, and so on and so forth.
02:36When you're looking at a whole list of things you'll notice that all the things
02:40that are in all caps, you know are Control objects.
02:43Skeletons I have a very specific Skeleton naming scheme, so
02:48Skel_Abd_01, Skel_Thigh, Skel_Shin, Skel_Ankle, all the Skel_Spine,
02:56then you go into clavicle, okay.
02:59So every Skeleton part has the word Skel before it.
03:05Geometry, Body, okay, and then also I have another group here for all the Heads
03:11and in that I have actually named-- here let me show you what the heads are.
03:16The heads are all of the targets that we use for Blend Shapes, for example, a smile.
03:24So M for Mouth, M_Smile. M for M_smileR right, smile Left, M_smileL.
03:30Frown, so on and so forth.
03:33Okay, so by having layers, by organizing everything within hierarchies, and by
03:40having a proper naming scheme, we'll be able to keep everything very organized
03:45when it comes to building this character.
03:48The other thing is is that when you're in a studio situation or in your
03:52production situation, every studio is going to have its own type of naming schemes.
03:56So again, you need to probably spend some time understanding how your particular
04:02production names the parts of its characters.
04:04Now I'm just going to use my own naming scheme, which may not be exactly the
04:08same as you encounter somewhere else, but it's going to be fairly similar and
04:12everybody kind of follows similar rules of thumb, conventions, those sorts of things, okay.
04:18So now that we understand how the character is put together, how it's built and
04:22some stuff about naming schemes, let's get on to actually building our character and rigging him.
Collapse this transcript
2. Creating Skeletons
Using the Joint tool
00:00So as we start to rig characters one of the first things we need to do is draw a
00:05skeleton for the character.
00:06Now we're going to get to that in just a moment, but first let's go through
00:10some of the tools that we'll need to draw our skeletons and create joints for our characters.
00:15Now the first tool that you need to learn is called the Joint tool, and that
00:19just creates the bones, or skeletons, for your characters, and let me show you where that is.
00:25Most of these Animation Tools we're going to be using throughout are lessons we
00:29are going to be in our Animation Menu Set.
00:32And so if we go into that, and we go into Skeleton, we'll see we have a Joint tool.
00:38So let's go ahead and look at some of the options for that.
00:41Okay, so that brings up the attribute, kind of an attribute editor box here.
00:46And we have Degrees of freedom so that's how the joints will rotate.
00:49We have Orientation, which is the default orientation of the bones, Automatic
00:55joint limits, create IK Handle, we'll get into IK a little bit later.
00:59And the other one is Bone Radius Settings.
01:01Now what this does is it creates the bones at a very specific size.
01:05So, sometimes bones are too big for the character and they kind of stick out of
01:10the skin, and you want the bones to kind of be inside of the skin.
01:13And so this allows you to change the radius of the bone so it kind of matches
01:18the scale of the character.
01:19Let me go back to my Channel Box here so we have a bigger screen and go ahead
01:23and create some joints.
01:24So again we can use a Joint tool, or if we go over to our shelves, we have
01:30the Animation Shelf. And here is the Joint tool.
01:34So joints should be drawn in Orthographic Viewports because they do need to be
01:39drawn kind of flat, almost on a 2D plane, you can always bring them out of
01:43that once you create them, but they're best created kind of like a curve, you
01:47want to create it in a 2D space rather than a 3D space.
01:52So let's go ahead and select our Joint tool, and it's really easy to draw
01:55joints, you just left click anywhere in the window. There you go.
02:00And what left-click does is it creates this little kind of spherical object
02:05here, and that's our Joint.
02:06Now if we left-click again, it creates another joint, you see?
02:11Joint 2, right there.
02:13And also it creates kind of this tetrahedral bone object, which connects these two joints.
02:19Now remember, the joints are the spheres and in between that is what most people
02:25call a Bone, and what that is is really just kind of a display helper that shows
02:31you where the joints are.
02:33So, if we click again, we can create another joint, and if you want to, you
02:38can just hit Enter in Creation or you can selection set or whatever, to end creation.
02:43Now that we have the joints, let's show you how they look in the Outliner.
02:48So we have joint1, joint2, joint3.
02:52So again, it draws them and each successive joint goes one down in the
02:57hierarchy, so it automatically creates a hierarchy.
02:59I can also select them here obviously.
03:02Now when you select bones you can either select them by the top sphere or you
03:06can also select anywhere along this bone. We'll select that whole bone.
03:12So if I select the one there, that will select that.
03:15If we select just the tip that will select that end joint there.
03:18You can also add on to joints, so let me show you how that works.
03:22If I have this particular joint chain, let's say I wanted to add onto it.
03:27Let's say I was creating the branching chain.
03:32What I can do is I can take the Joint tool, and if I start anywhere near
03:37another joint, like right there, it will go ahead and just start drawing from that point.
03:43So now I have created a series of joints.
03:46These two chains are coincident on this one joint here.
03:50So when you draw these, if you're anywhere close to another joint, and you're
03:55drawing a joint, it will kind of snap to that, so you got to be careful.
03:59So if you want to draw a separate chain, you kind of have to draw outside of it
04:04and then maybe move it in, again, something like that.
04:06But if I draw fairly close, then it's going to go ahead and snap to that and
04:13start extending the chain of joints. The joints are very easy.
04:17If you do something like that you just select and delete the joints and they'll
04:22go away very easily.
04:23Now once I have this joint chain, I can start to manipulate it.
04:27If I want to fit it, I can always grab a joint and hit the Move key, and that
04:33will actually stretch that bone.
04:35So this is a great way to kind of fit a joint to a Mesh.
04:39If you really need to fine tune it, you can certainly just kind of sketch it in
04:43and then tweak it by fine tuning these joints here.
04:46Now when you actually animate those using rotations, 9 times out of 10, if you
04:51think of the bones in your body, your elbow, the bones have the same length and
04:57the elbow just kind of rotates around the joint. So most joints operate off of rotation.
05:05So there are ways to limit the rotation here.
05:09If I go into my Attribute Editor, select the bone, hit Ctrl+A or Apple+A, if
05:14you're on the Mac, you can affect the Degrees of freedom.
05:17Let's say, for example, this was kind of like an elbow joint here, and I only
05:22wanted it to move along this axis. That axis is blue.
05:25RGB/XYZ, blue is Z. So if I click off Y and X, then it will only rotate along Z.
05:36So that's a great way to limit rotation so that animators don't accidentally
05:41rotate your elbows totally akimbo so that your characters actually look real.
05:45Now there are a lot of other tools that you can use to manipulate joints, and so
05:51we're going to go through those in the next lesson.
Collapse this transcript
Manipulating joints
00:00Now that we understand the basics of how to create joints, let me show you some
00:04tools that allow you to refine and modify joints and skeletons.
00:08Some of these tools will be handy as we start to work with characters.
00:11We may not use all of them, so I kind of want to cover them all up front here so
00:16that you have them in mind, if you need them for your own characters.
00:19All of the Joint Tools that we're going to be covering are under Skeleton, so
00:23we're going to insert joint through Orient Joint, all of these are tools that we can use.
00:28So let's go ahead and start off by creating some joints so I'm going to go into
00:33my side window, select my Joint tool from my Animation Shelf, or I can select it
00:40from here, and let's just draw out some joints.
00:42It really doesn't matter how big are the size or shape of the joints.
00:46So let's go ahead and look at some of these tools.
00:49So I'm going to go ahead and tear off this menu.
00:52So I'm just going to go here and just tear it off.
00:57Let's go ahead and play with some of these. The first one is called the Insert Joint tool.
01:01What that does is it actually kind of splits the joint in half, it allows you to
01:05make one joint into two.
01:06So what we can do here is just go Insert Joint and what you do is you click on
01:11the root of the joint and just drag, left-click and drag and then what that does
01:15is it creates another joint that we can use to split a joint essentially.
01:20The next one is called Reroot Skeleton.
01:23What that does is it changes the hierarchy of the skeleton.
01:26Before I do that let's go ahead and take a look at what we have.
01:30Go into the Outliner, under Window, we'll take a look at our joints.
01:35So we have all of these joints are basically in a straight up hierarchy, from
01:40one to five, because we inserted one, three and four.
01:46So if I want to Reroot Skeleton, I can select one of these joints, and if I hit
01:52Reroot, it reverses the direction of those, and if we look in the Outliner now,
01:57you'll notice that now joint5 is the parent rather than joint1.
02:00And now we have got a kind of a branching thing here, where we have got actually
02:06two joints below it.
02:08So what this does is it basically just rearranges the hierarchy.
02:11We could have done the same thing just by middle clicking and dragging the
02:15joints around in the hierarchy, but this particular tool is probably a little bit faster.
02:20Now the next one is called Remove Joint, and that is basically what it does.
02:24It takes a joint, and it removes it.
02:27So basically it's almost the opposite of Insert Joint, it removes a joint.
02:31So, for example, here, if I do a Remove Joint, it'll make this into one big bone, okay.
02:37Now another one is called Disconnect Joint.
02:40Now what Disconnect Joint does is it actually breaks the hierarchy and actually
02:44makes a new bone chain.
02:46So if I was here, and I hit Disconnect Joint, what that does--notice how that made
02:53a new end joint for that chain, and it disconnected that joint--it allowed me to
02:59have a separate chain.
03:00So this is, if you have a character, and you want to break the hierarchy or
03:03something like that just do disconnect. Now the opposite of that is called Connect.
03:08So what you do is you select the top of one hierarchy and the bottom of another
03:14using the Shift key, and you just do connect joint.
03:17And what that does is it takes that one joint and then snaps it to the other and
03:21connects the two together.
03:22Now we also have one called Mirror, and what mirror does is it's really good for like arms.
03:31So let's say you have a right arm, and you wanted to make an identical left arm,
03:35you can just mirror that joint and what that will do is it will just take that
03:39little, flip it across, whatever axis you want.
03:42In fact, if you want you can just go here to the options, and you can see that
03:47Mirror across X, Y, or Z, so that's pretty straightforward.
03:51Now the last one is called Orient Joint.
03:53Now that's a little bit more complex, because what happens when you draw joints
03:57is they always have an orientation to the world, okay.
04:03So, for example, if I draw these joints here, the joints may be at an angle, but
04:08if you notice, there's no rotation on any of these.
04:11So that has 0 rotations here, so does this, even though this is a kind of a
04:17slight angle, and this orientation is fixed to the world however you draw the joint.
04:23Now what Orient Joint can do is it can reorient the joint so that they match up
04:29with the default orientation.
04:30So if you're like mirroring joints or you're moving joints around, and you want
04:35all of your joints to come up the same in terms of zeroing them out and all
04:40that, then you can just hit Orient Joint.
04:42We'll probably do a little bit of that as we build our Skeleton.
04:46So those are some of the other tools that we can use for joints and so the next
04:50thing we want to do is actually fit joints to a mesh, and let's start putting a
04:55skeleton into our character.
Collapse this transcript
Creating a skeleton pt. 1: Legs and feet
00:00Now that we know how to create joints and how to manipulate and modify
00:05joints, let's go ahead and use all that knowledge to create a skeleton for our character.
00:09So we're going to go ahead and load up the geometry of our character that's in the file.
00:14We're going to go ahead and set our project first.
00:17Exercise Files > Skeletons, OK, and now we're going to go ahead and open a file.
00:24When we set our Project it sets up the pathing so it makes it easier to find files.
00:29So let's just go ahead and just do Open Scene, and we'll go under Scenes/
00:33Chapter 2_01, Open, and there's our character.
00:36We can start by drawing either, usually I start with the legs, that's the way I
00:44personally do it, and that's what we're going to do here.
00:47But some people start with the spine.
00:49Typically, you want to start around the center of gravity of the character, which
00:52is around the hip, so either the spine or the legs are a great place to start
00:55when building a skeleton.
00:58Now, when we build the skeleton, we do want to try and keep things organized.
01:01So I already have a layer set up for this particular character, which is all the
01:05geometry, it's called GEO. So go ahead and set up a new layer.
01:09We're going to create an empty layer, double-click on that, and let's give it a Name:
01:13SKEL for Skeleton.
01:17So now as we start drawing these joints and skeletons, we can put them into this
01:22layer so we can keep things organized. So let's go ahead and start with the legs.
01:25Typically we draw from the hips down.
01:27So we really need to understand where the hips actually are in this character.
01:31When we draw joints we really want to try and keep the joints as close to
01:37anatomically correct as possible, because that's going to really help with the
01:40deformations, and it's also going to help with the realism of the character.
01:43If your hip is too high, then your character is going to be bending around the belt.
01:48If it's too low, it's going to bending around the top of the leg.
01:51So we want to try and keep that in a good place so we try and look where the
01:56crease of this character is. So it's going to crease right around there.
01:59So I want to put the hip joints somewhere around here.
02:02I'm going to probably use this as kind of my guide, this point here.
02:05So let's go into the Side view, because we do want to draw these joints
02:10orthographically, and I'm going to go ahead and select my Joint tool.
02:15So I can either do that off my Animation Shelf here, or I can go under my
02:20Animation Menu Set, Skeleton > Joint tool.
02:23Okay, there is always two ways around everything in Maya.
02:26So I'm going to go ahead and start my joint right here, and I'm going to put it
02:31slightly behind this central line, and I am going to put it right about there.
02:35And now I'm going to go ahead and do my next joint, which will be the knee.
02:40So this is kind of the hip, this is the knee.
02:42And the knee I'm actually going to draw in front of this center line, and that's
02:46to give the joint a slight bend, and that's going to be really critical when we do Inverse Kinematics.
02:52So, for leg joints and anything that you want to animate with kinematics, you
02:56want to give it a slight bend.
02:57Okay, and we'll see why that is in the next chapter, for right now you just kind
03:02of have to trust me.
03:03So I'm going to go ahead and draw that joint, and then I'm going to go ahead and
03:07draw an ankle joint somewhere around here, kind of on the center line here, and
03:11then I'm just going to hit Enter. So you can see this joint has a slight bend.
03:15It didn't have to have a big bend just enough to guide the kinematic system, okay.
03:19If we look at this from the Front View Port, we can see that it's actually
03:23just draw down the center line of the character, because that's where zero is in Maya.
03:27And we're going to go ahead and move that over into the center of the leg, but
03:31first we want to do the feet.
03:34So we zoom in here and thankfully this character has shoes on, because if he was
03:39barefoot, then he would have five toes and we'd have to rig all of that, and
03:44that's going to be a real pain, so thankfully he has shoes on.
03:48So let's go ahead and continue to draw joints.
03:50So I'm going to go ahead over to my Animation Shelf and select the Joint tool from there.
03:55And let's go ahead and just click over that last joint that we drew, and that
04:00will highlight it and then click, left-click and drag.
04:03And right about here is where the ball of the foot is going to be.
04:07And then we click again to create the toe, which has just passed the edge of the shoe.
04:16Hit Enter and so now we have all of these joints.
04:19And now I am going to add one more joint.
04:22Now this isn't an absolute necessary thing to do, but I like doing it, because
04:26it actually makes my job a lot easier when I go to skin the character, and let's create a heel joint.
04:31So if you have a bone back here, it's going to go ahead and capture all these
04:35vertices when we go to skin it, and it's just going to make life a lot easier,
04:39so you wouldn't have to manually assign all of these bones to some other joints.
04:43So, let's go ahead and create a heel.
04:45And so I'm going to go ahead and hit the Joint tool, again, click over that
04:49ankle and just drag down somewhere around there, it's not that critical.
04:53This joint is just going to go along for the right where we're really not
04:57going to animate it, so positioning isn't all that critical.
05:01Okay, so now that we have this joint chain, you can see it's actually in the
05:06middle of the character so what we need to do is center that along one leg or the other.
05:12For some reason I always like to work on the left side, it's not critical
05:16which side you work on.
05:18Just go ahead and hit W to move that, and I'm going to go ahead and center that in the leg.
05:25And thankfully when we modeled this character, we have kind of a center line
05:30right around there so that will give you a little bit of a guide.
05:33So I'm going to go ahead and center that right about there, and so that's one
05:37leg, but obviously this character has two legs, so we can just duplicate that by
05:41hitting Edit, Duplicate, or we can just do Ctrl+D, and that will go ahead and
05:46duplicate the joint chain.
05:47Hit Ctrl+D that creates another set of joints, and off we go.
05:54Now one thing thankfully I didn't do, which was accidentally select this Mesh.
06:00Now hat you can do is when you start working with bones in a character, one of
06:05the things I like to do is to click off Select Surface Object so that way you
06:10don't accidentally--you only select the joints, and you don't select the
06:14surfaces or the geometry of the character.
06:16It makes it a lot easier to place the joints within the character without
06:19accidentally selecting the Mesh.
06:21So that's basically how you do the legs, and now let's go ahead and keep things organized.
06:26So I'm going to go ahead into my Outliner. And let's go ahead and look at the hierarchy.
06:32So we have got two joint chains, one for the right leg and one for the left leg,
06:36so go ahead and start naming these.
06:38I'm going to let you name--I'm going to name the first one, and then we're going
06:42to go ahead and take a break and come back for the rest of them.
06:46So let's go ahead and name the first one.
06:48I usually give them some sort of prefix, in this case let's just use the word
06:52Skel, and then I'm going to use Left T-H-I-G-H for Thigh, Skel_LThigh.
06:55Now in Maya you got to be sure to hit the Return key when you type something in
07:00or else it will go away.
07:01And then let's just go through and name the rest of the joints and all that
07:05you do that on your own time, and let's come back in a few minutes to work on the Spine.
Collapse this transcript
Creating a skeleton pt. 2: Spine
00:00Okay, so now hopefully you have named all of your leg bones, and let's go ahead
00:05and move on to the spine.
00:07So we're going to go ahead and open the scene. We're going to open Chap02_02. No, Don't Save.
00:14And in fact, I have already named this, so you actually could have been lazy and
00:18just used my file, but hopefully you did some of the work.
00:22And we're going to go ahead and draw the spine of this character.
00:26Now the spine is the backbone of the character, and if you think about it, the
00:31backbone actually moves along the back of the character.
00:36So we want to draw it towards this side of the character.
00:39I notice a lot, sometimes a lot of novices will draw their spine right, smack
00:44that through the center of the character. And that can work, but when you get
00:47your character arching its back or bending forward, it's going to create that
00:51rotation from the wrong place, and it's not going to look as natural, it's not
00:56going to animate well.
00:57So we kind of put it towards the back of the character, okay.
01:00So let's go ahead and start drawing the spine.
01:02One other thing before we draw the spine is let's just go ahead and notice how
01:06this character is built.
01:07I'm going to go ahead and select this character, so we can see all of the edge loops.
01:12And if you notice, he's got these buttons here and he's got some very
01:15clear, clearly delineated edge loops here along the belt and along each of
01:20those button lines. Now those particular lines are great places.
01:25That's exactly where the character is going to deform.
01:27You can't deform in the middle of an edge loop, you have to deform at the vertex
01:32and at the edge loop. So that's where we really need to put the bones.
01:35We need to put the bones where the geometry is and kind of match them up.
01:39It's going to make your deformations so much easier.
01:42So let's go ahead, and with that in mind, select my Joint tool. And I'm going to
01:47go ahead and put my first spine bone right about there--or actually my hips--
01:52will be right around there at the base of my spine, two, three, four, and then
02:01one more right around where, you can see right here, that's kind of the
02:07centerline of the arm.
02:08So maybe right there or maybe slightly above it is going to be the top of my spine.
02:14Actually, if I want, I can actually start working towards the neck here, so I
02:20can actually put another spine bone there if I want.
02:23Okay, so that's going to be my spine.
02:27And in fact, if I want to, I can probably readjust this just a little bit,
02:33because again, the spine does go through the back of the neck.
02:36It doesn't go through the front of the neck, because your esophagus is in
02:39the front of the neck.
02:40So let's go ahead and readjust that just a little bit.
02:42Okay, so that's a pretty good spine, there, okay.
02:46We can play with this all day. So I'm just showing you the theory here.
02:50So let's turn on X-Ray here, and we can kind of see how that works.
02:55So we have got the spine, and we have got the two legs.
02:59But we need to connect those.
03:00Well, one of the ways of doing that is actually by just drawing some bones here,
03:04but actually I'm kind of lazy, so let's do this the easy way.
03:07So let's go into our Outliner.
03:10And you notice we have Skel_LThigh and Skel_RThigh, okay, so I'm going to go
03:15ahead and zoom in so you can see these pretty closely.
03:17So we have got a left thigh and right thigh chain, which are the legs, leg chains.
03:21And we have joint1. Actually, let's go ahead and rename that.
03:24Let's go ahead, Skel_Hips, so we know what that is.
03:28Okay, so that's really the center of our-- it's going to be the center of our character.
03:32It's going to be our hips, okay.
03:33So if we want to connect these two, all we have to do is just rearrange the hierarchy.
03:38So I go ahead and Shift-select the left and right thigh chains, middle
03:41click drag over the hips. Now watch--before I do that--watch over here.
03:47Watch what happens when I do this.
03:50When I let go, bam, it creates the bones, instant.
03:54So really, we can actually create these joint connectors here.
03:58And remember these are the joints that the bones themselves are kind of the
04:01things that connect the joints.
04:03So if you rearrange the hierarchy, you're going to rearrange how the bones
04:06look in the viewports.
04:07So that's a really easy way of connecting those two.
04:11Now we have got a little bit more work to do.
04:14One of the things is that when the character bends, we want to create some extra
04:18bones here that help with the deformation of the front of the character.
04:21Remember how when we did this heel bone down here, and we did that not because
04:26it's actually going to animate, it's more because it's going to help with the
04:30deformation of the back of the foot. So we're going to do the same thing here.
04:34We're going to create the kind of belly bones or rib cages or something like
04:38that, but just another set of bones that help define how the character is going to deform.
04:44Let's go ahead, and I'll go into our side viewport, and let's create some of these bones.
04:49So essentially for each of these spine bones I'm going to create one, and
04:54just out to the front of the character kind of like how we did the toe bone, hit Enter.
04:59Do that again. Center it pretty much on that button. Hit Enter and so on.
05:05So we're just going to go ahead and do that for all of the spine bones here
05:10so that way when it goes to deform, the geometry will have a lot more
05:14information and the skinning too will have a lot more information from the
05:17skeleton, as to how to bend.
05:19Now you can actually see how this is going to work when we just rotate these joints.
05:23So let's say we take this joint here, and we rotate, you can see how it kind of
05:27does the accordion thing where it kind of collapses and expands.
05:30And that's really what you want the character to do.
05:33So when it actually turns, it's actually going to go ahead and pull that button
05:38over when it turns, okay.
05:41So these little helper bones will really make your deformations go a lot easier
05:46when you go to skin the character, okay. So that's the basics of the spine.
05:51Let's go ahead and now move on to the shoulders and the arms.
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Creating a skeleton pt. 3: Arms
00:00And we're back, and one thing I forgot to tell you is to name everything.
00:04But of course, I did that for you again. I'm such a nice guy.
00:08So let's go ahead and open up Chap02_03. And that's our Skeleton.
00:14And yes, I have named it. Now let's go ahead and look at the names here.
00:18I named this--bottom one is called Hips skeleton.
00:22This one is called Spine01, Spine02, and so on.
00:26And this tip ones here, if you can see here, it's called Abdomen02, Abdomen01.
00:31In fact, we can look at those in the Outliner if you want, Spine01, Spine_Abd01.
00:39Okay, so again, it's just something you can decide your own naming scheme.
00:43But just go ahead and make it consistent.
00:45That's all we ask is that so somebody else can figure it out.
00:49So let's go ahead and reveal our character again.
00:51Turn off Select Surface Objects here so that we don't accidentally select them.
00:56We're going to go ahead and put this in a Wireframe.
00:58Now let's go ahead and create the shoulders and the arms, and we'll do the hands
01:02in one more exercise here.
01:05So the shoulders actually, I'm going to go ahead and start this right about
01:08here, actually at the spine joint right here, and for these we actually do have
01:15to draw these in the Front Viewport.
01:17Now what I'm going to do here is because I have this bone in front of it, I'm
01:22going to go ahead, and just for now, I'm going to go ahead and hit the W key and move it.
01:27And actually just move that joint up out of the way so that when we view it from
01:32the front, we're not going to accidentally connect at this joint, rather than
01:35this joint, because this is the one we really want to connect to, okay.
01:40So if we look at that from the front, here let's go ahead and turn on Wireframe
01:44here, you can see we have--oops. We can always move that back.
01:48So we have this one was normally right there at the button, but let's go
01:52ahead and move that up. Okay, so let's go ahead and draw the shoulder.
01:57Now what we want here is we want a clavicle, and then we want a shoulder and then arm.
02:03Now we can draw more than one bone for the shoulder, because if you think
02:07about it, the shoulder can move up and down so you may want to give one extra joint for that.
02:12The real critical thing here is to get the start of that shoulder where the
02:16shoulder hits the top of the bicep right about here.
02:20Now this is really critical. It needs to be out over the edge of the body.
02:24It actually needs to be somewhere around here, because when this arm is going to
02:29twist over and turn, you want this mass to be set alongside the body.
02:35It can't be too far out or else you're going to get a U shape here, and if it's
02:39too far in, it's going to collapse inside the surface of the rib cage here.
02:43So you really need to kind of gauge how thick this arm is.
02:47If half of it is this much, I need to put it halfway out, okay?
02:51Okay, let's give this a try.
02:55So I am going to go ahead and do our Joint tool, and I'm going to go ahead and connect to this.
03:00I'm going to go ahead and just do one joint here.
03:03Now this is the critical joint here.
03:07It's where this particular joint connects up with the bicep.
03:12So I'm going to put it right about here.
03:14We can always readjust it, but let's try and get it right and then one for the
03:18middle of the forearm.
03:22And now I'm going to do one more thing here, and this is a little trick that
03:26I have always, that I tend to do, and that is from the elbow to the wrist, instead
03:30of one solid bone, I'm actually going to do two bones.
03:33Now if you think about it, in a real arm there are actually two bones in the
03:37wrist that counter rotate around each other, the radius and the ulna.
03:40Now we could create that sort of structure, but for this kind of cartoony
03:45character we don't need to get into that level of detail.
03:47But it's nice to have a point in the middle of this arm where we can kind of
03:52rotate the forearm towards the hand.
03:55Otherwise, the hand will rotate, but the forearm won't, and so you might get weird rotation.
03:59So I'm going to go ahead and put one, two bones right there, and that's going to
04:05be your forearm and your elbow.
04:07Okay, now one thing about this arm here is we have to go ahead and modify it from the top.
04:14Now if you notice, it's not centered, and also another thing is that we are
04:19going to use IK on this arm, so we want to have again a little bit of a bend in it.
04:23So I'm going to go ahead and select that bicep. I'm going to go ahead and move it.
04:28And I'm actually going to move it slightly in front of that center line, and I'm
04:32going to go ahead and move this one behind the center line, and now the real
04:37trick here is getting these two even.
04:39In fact, if we can just go ahead and move this one forward, and this one
04:45forward just a little bit.
04:46Now I want to try and get these into pretty much a straight line.
04:50If I wanted to, I could probably rotate this. Let's just go ahead and do it like this.
04:54Okay, that is your basic arm.
04:56Okay, we can tweak this a little bit more if we want, but it's pretty close.
05:03So now that we have got this arm built, let's go ahead and go on to the hand.
05:08I don't really want to build this symmetrically.
05:09Typically, how we build these characters is we build them once at a time, and
05:14then we just mirror it over to the other side. Makes it a lot faster.
05:18So at this point I'm going to go ahead and stop.
05:20Let's go ahead and name our joints, and we will come back and work on the hands.
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Creating a skeleton pt. 4: Hands
00:00Okay, so now we have got the basic arm built, let's go ahead and work on the hands.
00:05So I'm going to go ahead and open the file Chap02_04.
00:11And I have gone ahead and named everything. Let's go ahead and look at it in Wireframe.
00:16Let's go ahead and zoom in and take a look at that wrist.
00:19Okay, so the hand has a lot of stuff going on with it.
00:25The hand is probably the most complex part of the rigging process, because
00:30you have got a ton of bones in here.
00:31You probably have more bones in the hand than you do in the body.
00:35We start with the wrist.
00:36You can draw bones from here to each of the knuckles so that's four bones plus
00:40the thumb knuckle and then each finger has one, two, three joints.
00:48One, two, three times so that's 12, 15 almost 20 joints in the hand.
00:53Okay, so basically, the strategy is draw bone from the wrist to each of the
00:57knuckles and then continue on to the end of the finger and do that times
01:01five, well, four plus the thumb. So let's start in the top viewport.
01:11And let's go ahead and start with this and adjust that.
01:18I don't need to adjust it actually, it's at the right place, so let's go ahead
01:23and do the Joint tool.
01:24So I click here, and I go to the middle here, notice how they got big. That's interesting.
01:32Anyway, so I try and put these right in the middle.
01:36Notice those three rings here, one, two, three rings.
01:39I'm just trying to put those in the middle of each ring and then one pass the tip there.
01:44And you hit Enter and then let's just keep going.
02:01We'll go ahead and fix these big joints a little bit later.
02:06It's just an aberration.
02:11See that joint is extra big, but we can certainly scale it down in the Attribute Editor.
02:15It's not an issue. Just keep going. Okay, now the thumb. Where is that knuckle?
02:25It's right where, right around here, right where the thumb hits the actual
02:31fleshy part of the palm.
02:32You can actually feel your knuckle, and I would suggest you do that.
02:36So it's kind of on the outside.
02:37It's actually more on this side of the thumb than this side.
02:43So it's actually, if we look at this line here, it's somewhere around there.
02:46Okay, again, we're trying to make this anatomically correct, so I'm going to
02:50probably put that right about there, one for the middle and one on the end.
02:55Now, what we have done is we have sketched out these bones, but I don't think
02:59we have got them to the point where they are actually going through the center of the finger.
03:05Let's go ahead and see what we have got here.
03:07You can see how the thumb is a little bit out and these are actually kind of
03:12low, so what we need to do is just tweak it.
03:16And so you can either put it in X-Ray mode, Smooth Shade with X-Ray, I don't know.
03:24Turn off Wireframe on Shaded, that might be the best way.
03:27Everybody works differently.
03:29I think actually I'm going to work better in Wireframe here, so you can actually see it.
03:34Now one thing also, I'm using a camera with an aim.
03:37So I'm using a camera with aim, and that makes it so that it will always
03:41rotate around that center point, it makes it a lot easier to navigate these sorts of things.
03:45So it looks like these bones are actually in the right place.
03:48It just came in a little low.
03:50So I think each one should just be able to be lifted up and so what I'm
03:54trying to do is to get those so that that one bone kind of crosses over the
03:57middle of that finger there.
03:59But actually this one is a little bit off. Let's try that. Yeah, that's good.
04:05Okay, so again, move it up and over. Just make sure that that's centered.
04:12And again, we're just tweaking here.
04:13It just depends on how well you drew them to begin with.
04:17I'm not going to fully tweak these, but you can kind of see, like this one here,
04:21I'm going to turn on Shading here so we can kind of see how this actually goes
04:28through the thumb there. There we go. Let's see how that is. Yeah, that looks pretty good.
04:33So you can tweak these as much as you want. One bone here got really big.
04:37I'm not sure why that happened, but I'm going to go ahead and fix that.
04:40I'm going to hit Ctrl+A, go into my Attribute Editor, and your bone Radius is right there.
04:46And I think my default bone Radius is 0.75 so that's set to 2 for some reason.
04:51And so that's basically the hand skeleton.
04:54Now some of these are actually still a little out, so go ahead and tweak these.
04:59I'm going to do that myself, but we don't need to spend screen time doing that.
05:03So go ahead and tweak these, make sure that each--like this one here, it's not
05:07through the center of the finger.
05:09So you need to make sure that each set of bones is pretty much through the center of the finger.
05:14And once you do that, go ahead and name all the bones.
05:17Yes, you have to name all 20 bones in the hand, or 18 or however many there are, and we'll come back.
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Finalizing the skeleton
00:00Well, now we're in the home stretch.
00:02We have got just a little bit to do, and we'll have most of our skeleton done.
00:06We're not going to do the head part of the skeleton because we'll kind of catch
00:10up with that when we do facial animation.
00:12There's some special things for the head skeleton that we need to do.
00:15So let's just go ahead and work with the body for now.
00:18Let's go ahead and open the last Scene that we saved which is Chap02_05.
00:23And as you can see, we have got the hand all pretty much organized there.
00:27You can actually see how it works with our character.
00:30Yeah, it looks pretty good.
00:32What we need to do now is just duplicate the arm, and there is a function called
00:36Mirror Joint, under Skeleton called Mirror Joint.
00:40Now the first thing we need to do is we need to know two things.
00:44We need to select the joint we want, and we need to know across which axis
00:48we're going to mirror it.
00:49Okay, now these are just our standard X, Y, and Z axes, and we just need to know
00:53which ones we're going to be working with.
00:55So the easiest thing for me is just to click on the Move tool, and that will
01:00bring up this little gizmo here where we can see our axes.
01:04Now remember XYZ equals RGB so this will be X, Y and Z. So obviously, we have to
01:10mirror this across the YZ plane. Okay, so let's go ahead and do that.
01:18Skeleton, Mirror Joint.
01:21Now there are some options here that we need to take a look at.
01:24First of all is what axes are we're going to mirror across?
01:27YZ is the one we have decided we're going to do and Mirror function is Behavior or Orientation.
01:33For this type of joint where you're mirroring across the spine you want to use Behavior.
01:39Now the other thing we have is we can also replace names.
01:42We can search for--now this would normally be blank, I have already tried this
01:46once before--so we can actually search for names such as skeleton left
01:51because this is the left arm, and I have a naming scheme in place, right?
01:55And hopefully you do too.
01:57And we can place right with left, or actually left with right.
02:01So now all of our left bones are going to be named right.
02:06So let's just go ahead and hit Mirror, and there we go, pretty much there.
02:11So right shoulder, yeah, that rename actually did work. There it is.
02:16So that's our basic skeleton for the character's body.
02:22So now that we have this, let's go ahead, and we're going to go into Kinematics,
02:26and we're also going to start rigging the character in the subsequent chapters.
02:31Go ahead and just go through your skeleton make sure everything is named properly.
02:35Now once you have finalized your skeleton, one thing you want to do is go ahead
02:40and add it to your Skeleton layer.
02:42So I'm going to go ahead and select my Skeleton, right-click here, Add Selected Objects.
02:46And now I have all of those in that layer, so I can toggle that on and off
02:51and toggle the geometry on and off so that makes it a lot easier and a lot more organized.
02:56And we'll pick you up in Chapter 3.
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3. Inverse Kinematics (IK) and Constraints
Creating IK chains
00:00Now that we understand the basics of joints and how to create a skeleton, let
00:04me show you a collection of tools that allow you to manipulate those skeletons a lot more easily.
00:11We're going to go over Inverse Kinematics as well as Constraints.
00:16And then once we get through those, we're going to go into actually rigging the
00:21skeleton of the character.
00:23Let's start with Inverse Kinematics, and I'm sure some of you have heard about that.
00:27There's actually two ways basically to manipulate a joint chain in Maya.
00:32One is called Forward Kinematics, and the other is called Inverse Kinematics.
00:36And the difference is that Forward Kinematics uses rotation and Inverse
00:40Kinematics uses translation or position.
00:43So--and let me just show you, it's probably easiest just to show you the
00:47differences between those.
00:48First thing we're going to do is we're going to go ahead and set up our Project.
00:50We're actually going to Chapter 3 here, so let's go into our Exercise Files/
00:5403_Kinematics and set our project.
00:57And let's just go File > Open Scene, and we're going to be in the 03_Kinematics,
01:03scenes file, Open, and just 03_01.
01:07Okay, basically this just has two joint chains.
01:10The first is the type of joint chain that you have been working with up until
01:15this point which is essentially a naked or bare joint chain with no Inverse Kinematics on it.
01:20And that's the type of chain that you would manipulate using rotations.
01:25In order to actually move the joints, I would typically rotate them.
01:30Now if you think about the joints in your body, all of the joints in your body
01:35essentially rotate around other bones.
01:37So every motion that your body makes is essentially a rotation.
01:42Let's say I wanted this joint-- let's go into our Side view here.
01:46This will be a little bit more of a simple case here.
01:49Let's say I wanted this joint--I want the end effector of this joint, this last
01:53joint here--to be on the origin of this grid.
01:56In order to do that, I have to start rotating each of the joints, so I have to rotate this one.
02:01Well, let's see I need to rotate this up. I need to rotate this around.
02:05And again, you kind of have to work your way in, in order to get kind of an even
02:10rotation and get it on to that origin.
02:13So in other words, you kind of have to rotate a bunch of joints, and there's
02:18really no way that perfectly aim that. Now this chain has this extra little thing here.
02:22If you notice there's a little line here that ends with a little plus here.
02:26That's called an IK Handle, and I'll show you how to do that in just a second.
02:30But let me just show you how it works so we understand the concept here.
02:34So instead of rotating this joint, I can move it.
02:38So I go to my Move tool hitting the W key and basically just move it to the origin, okay.
02:45It's as simple as that.
02:47What Maya does is it automatically calculates these rotations so that it always
02:53winds up at that end where that handle is placed.
02:57So in order to move this joint chain or to position the end of this joint chain,
03:01all I have to do is position the handle. This is great.
03:04Now if you think about this like, for example, as a leg, makes it really easy to do footsteps.
03:09You know, you want to move from one place to another, and you want to keep your
03:13feet on the ground, it's a great way to do that.
03:16For things like the spine, arms, the head, other types of joints, you still want
03:21to use Forward Kinematics and here's one reason why.
03:24Forward Kinematics is more of a natural, it's fundamentally more of a natural motion.
03:29If you think about it, in order to get something moving in Forward Kinematics,
03:35you have to rotate it.
03:36And when things rotate, they naturally move along arcs, and that's the natural
03:40motion of things in nature.
03:41When you go into animation, and you start studying character animation, one
03:46of the big things they'll tell you is everything has to move along an arc
03:49because it's more natural.
03:50If you're using Inverse Kinematics, then the end effectors of the joints
03:54are essentially moving from place to place and the natural motion of that
03:58is a straight line.
03:59So in a lot of ways this is easier, but it's less natural.
04:05So you kind of have to mix and match, and as you get into character animation
04:08you'll know what you want to do in terms of whether you want to use Forward
04:12or Inverse Kinematics.
04:13Now there is one other thing you can do in Maya, and that is you can switch
04:17between the two, and I'll show you how to do that as well.
04:21So let me show you how to set up an IK Handle and set up Inverse Kinematics on
04:26a series of joints.
04:27So I'm just going to go ahead and go New Scene, and let's go back into our side
04:32viewport because we need to draw some joints. So I'm going to go into my Skeleton shelf.
04:36Again, you can use the Joint tool here.
04:38It doesn't really matter where you get it, and I'm just going to sketch out a joint.
04:43Now one thing I'm going to do is I'm just going to do two joints here at this
04:48point, and let's say this is like the thigh and the shin of a leg.
04:51Now, remember when we drew those for our character we drew those with a
04:55little bit of a bend. Let me show you why we did that.
04:58We're going to go ahead and create an IK Handle for this.
05:01So we can go into Skeleton, IK Handle tool, or if on the shelf it's this button here.
05:06Okay, so either one will activate the tool and then what we do here is we click
05:11at the very beginning of the chain, the top of the chain, and then we click on
05:16the bone we want to be at the end of the chain.
05:18When it does, it creates this IK Handle-- in fact, we can look at it in 3D--and
05:24so what that does, again, once we click off of that we can select the handle
05:29itself, select translate, and we can move it wherever we want.
05:32Okay, as simple as that.
05:38Now the IK Handle itself has a couple of parameters that we can play with.
05:43So there are a lot of great tools to help you deal with kinematic chains, and so
05:47let's take a look at those in the next lesson.
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Manipulating IK chains
00:00Now that you know how to create an IK chain, let's go ahead and show you some
00:05tools to use in manipulating some of the settings and some of the other tools
00:09that we can use to manipulate an IK chain.
00:12I'm going to go ahead and open a file, it is called 03_02, and it's basically
00:17the chain I just drew in the previous chapter.
00:21In order to manipulate this chain, obviously, we can move this lower effector.
00:27And there are a couple of settings that we can set to help manipulate this chain.
00:32One of the ones is called the Attribute Editor.
00:34I am going to hit Ctrl+A, or Apple+A, and I'm going to set my IK Handle.
00:38And when I do that, my IK handle attributes come up.
00:43There's a couple of them here.
00:44First of all, it's just the physical position of this.
00:47So as I move this, you can see my translation moves. Okay, that's fine.
00:51This roll out here is just information on the skeleton.
00:55This one here is actually kind of handy called IK Handle Attributes.
00:59Now, when I select this handle, I can move it wherever I want, but if I select
01:06the joint itself, it moves the entire chain.
01:10Now, let's say this was a leg on the ground or something like that.
01:13Typically, I want to move the hips up and down and have the foot stay in place.
01:18In order to do that, I have to select my IK Handle, go over here to IK Handle
01:23Attributes and turn on sticky.
01:25So when you turn on sticky, if I grab that joint, now the IK Handle sticks in place.
01:33Now, there's another way to do that, to create sticky, and that is to link the IK
01:38handle to an external object such as a control object or something like that.
01:41And we'll be doing that in the next chapter.
01:44There's also some other IK Handle Attributes, and one is called IK Blend.
01:49Now, IK Blend allows you to turn IK on and off, and switch between Forward
01:56and Inverse Kinematics.
01:58In fact, this parameter is so important, they also put it in the channel box.
02:02I'm going to go back hit Apple+A, or Ctrl+A, and go back to this, and we see
02:07we have an IK Blend here. So when IK Blend is on, IK works.
02:14I take this, and I set it to zero and just type that in, and if I move this now,
02:20it doesn't work, but I can rotate this joint.
02:24Okay, so when I turn IK Blend back on, let me see how it snaps from one to the other.
02:33This is great for switching between IK and FK.
02:36Let's see how the character and he is swimming in the pool, and you need just to
02:42rotate the arms in order to make the swimming motion and then at the very end,
02:45he grabs on to the edge of the pool.
02:47And in that case, you want his hands to be fixed to the end of the pool.
02:52So you want to put IK on there.
02:54So when the character is swimming, we have no IK on, we're using Forward
02:57Kinematics, and then as the character reaches and grabs that edge of the pool, we
03:02turn on IK Blend, and we lock the hands to the end of the pool.
03:06Same thing with the feet, if a character was jumping or parachuting or
03:11something, you may want to turn off IK for a little bit and then turn it back on
03:16when you want to lock that limb to a specific object.
03:19Now, there's one more parameter here that I want to show you.
03:22It's a real simple parameter, and that's called the Pole Vector, okay?
03:26Now, if you look here when I selected the IK Handle, you have this little
03:31circle that comes up here.
03:33And what this circle does is it tells you what direction the joint is facing.
03:38So if you notice this joint is kind of aligned along a plane.
03:43In this case, I believe it's the Z axis here.
03:46It doesn't have to be aligned along a specific axis.
03:50We can change this by changing the Pole Vector, okay?
03:53If you want you can type in these numbers and change the vector.
03:56I think the easiest way to do it is to actually go into this manipulator here,
04:00click right here on Show Manipulator tool, and we have the IK Handle selected.
04:05You can just move that, and you see how the Pole Vector here just automatically changes.
04:10Okay, so this is great for let's say you have a character's knees and they need
04:14to bring the knees together or bring the knees apart, that's a real handy way to do that.
04:21Now, there's one more thing that I want to talk about with IK, and that's how IK is constructed.
04:26This is very important here.
04:28Let's go into our Outliner, and we'll see here we have our joints.
04:32Okay, so we have joint one, two, and three.
04:34So these are our joints that we're playing with, and we have two additional objects.
04:40One is called an effector, and then we also have an IK Handle.
04:44Now, this IK Handle is what you use, actually use to manipulate the IK chain.
04:52One thing to note is that this IK Handle is actually outside of the joint hierarchy.
04:58So, it's actually its own separate object, and that is really important when you
05:02go to animate because then you'll have this handle is actually not attached to
05:07the joint chains, so it won't move with the joint chain.
05:10And because it's outside of the hierarchy, it makes it very easy to position
05:13it within the world.
05:14Okay, so I just wanted to point that out as well.
05:20So those are some of the basic parameters of manipulating IK chains, and we'll
05:24be using some of this as we rig our characters. So let's keep this in mind.
05:28I'm going to go next to another form of IK that's called Spline IK, and that
05:33will be in the next chapter.
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Spline IK
00:00Now, in addition to just regular old Inverse Kinematics, Maya has another type
00:05of kinematics called Spline IK.
00:09And what Spline IK does is pretty much like the name says it does is it uses a
00:14spline, or a curve, to determine the shape of a joint chain.
00:18So instead of having one IK Handle which you determines position, we have a
00:23curve which determines shape, okay.
00:25Let's go into our Top view port, and we're going ahead and draw some drawings.
00:32I'm going to go to Skeleton, Joint tool.
00:34And let's draw a windy chain okay, instead of just a real straight chain.
00:38Let's just draw something that's a little bit more sinuous or sinuo-ey.
00:41Let's say it's like a snake or the tail of a creature or something like that.
00:46Okay, so I'm going to go ahead and hit Enter to lock that in.
00:50And now, we're going to go ahead and create IK Spline Handle tool, okay.
00:55Now, I'm going to go ahead and show you some of the options here.
00:59And the options are how do we create a curve? Do we want to root this on a curve?
01:04Do we want to parent it to the curve? We'll show you how that works.
01:07The one thing I want to look at here is number of spans.
01:11How detailed do we want that curve to be? I'm going to go ahead and make it three, okay.
01:15Now, once we have selected that, creating the IK chain, the Spline IK chain is
01:21just the same as creating it for standard IK.
01:24So we click on the root of the chain, and we click on the end of the chain, and there it is.
01:30I'm going to go back to my Channel Box here.
01:33And you'll see--in fact, let's go into our Outliner.
01:36You'll see a couple of things happened.
01:38We still have an IK Handle, just like in the old one, but we have a curve, and
01:43that curve determines the shape of this joint chain.
01:47Now, this is really handy for animating things like snakes or things like
01:53tails of a character.
01:55And what we can do is we can actually go into Component mode here and select
02:01the CVs of this curve.
02:03And by selecting the CVs of the curve-- these little dots here are the CVs that
02:09determine the shape of the curve-- we can reshape the joint chain.
02:14So this is great, because what you can do is you can have these joints
02:18actually manipulate the shape, or actually deform, the mesh of your character or
02:24whatever it is you want.
02:25I mean, you can use this with like a vacuum cleaner hose or really any sort of
02:29object that you need to move in this manner.
02:32But the curve itself is what actually animates the shape.
02:38So you can actually just add, and you can put the clusters on these.
02:41You can just animate the CVs by themselves.
02:44You can animate these or you can shape animate it using Blend Shape.
02:47There's a number of ways you can animate this curve, and all of those
02:51are available to you.
02:53And the real trick is that this joint will follow the curve and so it makes it
02:57very easy way to deform and animate these types of objects, very simple.
03:02So let's move on to the next section.
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Point constraints
00:00Now that we understand some of the basics of kinematics, let's go ahead and go to constraints.
00:06Now, what a constraint is, is it's a way to connect two objects together so that
00:11one object will follow the object in terms of position, rotation, scale, and a
00:16couple of other things.
00:17Why we use constraints is it's a good way to create essentially a super
00:22structure, or the rig around the character that we saw when we first looked at this character.
00:28We saw all of these controls that helped us to manipulate the character.
00:32Those controls are usually attached into the skeleton using constraints.
00:36Now, the reason we use constraints is because constraints exist outside of the hierarchy.
00:40So that way you can build kind of a super structure hierarchy of controls for
00:45your character, that's a little bit simpler than the actual joints in the
00:48character itself, and you can add additional controls onto those manipulating
00:53objects, and it just makes it a lot easier.
00:56So let me show you the basics of some constraints.
00:59Constraints are located in the Animation menu under Constrain.
01:02Now we have a couple. We have Point, which constraints position; Aim, which
01:06aims one object to another; Orient, which constraints rotation; Scale, which
01:13obviously does scale; Parenting, which allows you to parent and un-parent;
01:17a couple of others: a Pole Vector, which is another one that we're going to take a look at.
01:20So they're all right here, and let's go ahead and just start and take a look at
01:25how some of these work.
01:26The first thing we're going to do is take a look at the Point Constraint.
01:30So I'm going to create a really simple joint chain.
01:33So I'm going to go to my Top view port, and I'm going to go Skeleton > Joint
01:38tool, and I'm just going to go ahead go one, two, let's make three joints,
01:43just a couple here, okay.
01:45So if you notice here in my perspective window just a very straight chain of joints.
01:50Now, what I want to do is create an object outside of this hierarchy, that can
01:55be used to control things within the hierarchy. Okay, so let me show you how that works.
02:00I'm going to go ahead and create a curve. Actually, I'm going to create a circle.
02:04Let's go into our Side view and just create a real simple circle, okay.
02:08So now we go into our Perspective view, and we see we have the circle.
02:12Now the circle can be used to control--or actually any object--
02:15it doesn't have to be a circle, it can be anything you want.
02:18It can be geometry, or whatever.
02:20But typically, we use--in terms of rigging--we use curves because what we can do
02:25is we can turn off joints, we can turn off surface objects in our selection
02:29masks, and that way we don't accidentally select things that we don't want to
02:34animate, okay? So curves are actually a separate selection here.
02:38And they make for really good control objects because they also don't render.
02:42You don't have to do anything special to render the character.
02:45You don't have to turn anything off.
02:47Okay, so now we have gone through that, it should be all.
02:50Let's go, and let's snap this to our topmost joint, so we can do a constraint.
02:54So I'm going to turn on Snap, and we'll snap the point which means it will snap
02:58to the centers of these joints, okay.
03:00So let's go up and snap it to the top joint so that way they're coincident and
03:04they share exactly the same center point.
03:07And now, I want to go ahead, and let's just do a real simple Point Constraint.
03:12So when you constrain an object, you select the object that is constrained last, okay.
03:17So I select my circle first, and I'm going to constrain my joint to that circle, okay.
03:24Now, we go Constrain > Point Constraint. There are two options here.
03:28The one you really want to look at is called Maintain offset.
03:32So if they're not exactly at the same point, we snap them so that they are at the same point.
03:37But if they're not, this Maintain offset will go ahead and maintain that distance.
03:42So if it's off by a little bit it's not going to change the skeleton.
03:45This is really important on the Orient Constraint.
03:47And then if we want, we can give it an offset, and we can tell it what to constrain.
03:52We don't have to constrain it for motion in all directions, we can limit at X, Y,
03:57or Z. And there's also a weight, and that weight is very similar to the IK Handle weight.
04:03You can actually turn the constraint on and off by just animating this
04:08weight constraint, okay?
04:09I'm going to leave this at the defaults, and I'm going to go ahead and hit Add.
04:13Okay, now, what happens is this joint is constrained to the circle.
04:18So when I select the circle, the joint moves with it, very simple.
04:24And let's take a look at that in the Outliner. So I have got my joint chain, okay, which is here.
04:31And again, that's--it's almost like a hierarchy without the hierarchy, okay?
04:36So if you think about it, in the hierarchy, you can move something underneath it
04:39or if you move the master, you can, it will move everything.
04:43So what this does is it creates essentially--a constraint creates essentially
04:48the same sort of behavior as a hierarchy without having to have things inside of a hierarchy.
04:53This is great for rigs because you can put things outside of the hierarchy and
04:57build your own sub-hierarchy of control objects, and it can go inside the
05:03hierarchy of the joints and manipulate them, okay.
05:06So that's it for Point Constraint.
05:07Let's take a look at Orient Constraints in the next chapter.
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Aim constraints
00:00The next constraint, we are going to look at is called an Aim Constraint.
00:04If you have used other packages, it might be known as a Look-at Constraint.
00:07Basically, what it does is it aims one object at another.
00:10In other words, it controls the rotation of an object so that it's always
00:14pointed at another object. We use this all the time.
00:18If you have used Maya, you will probably know a little bit about cameras.
00:22In fact, if we go over to our Rendering tab and just create a camera, go into
00:26our Attribute Editor, Ctrl+A, we can create the controls let's say Camera and Aim.
00:32Okay, and now that we have an aim you can see that camera is always pointing at
00:40this particular target, right?
00:43Okay, well, we can do the same thing with objects using the Aim Constraint.
00:47So let's go ahead and create a New Scene.
00:49In fact, let's go ahead and open the scene 03_03.
00:54And in this scene, we have an eyeball. Okay, and this is actually an application
00:59we'll use this particular constraint for a lot, as we use it to control eye
01:03position in our character animation.
01:06So what we want to do is constrain this eye, so it always looks at this circle.
01:12So how do we do that?
01:14Well, we need to select our objects and apply the constraint just like we did
01:17with the Orient and the Aim Constraint. What order do we select them in?
01:21We select them in the constraining object first, and the constrained object second, okay.
01:29So this is going to be constrained to this, so this is gets selected last.
01:33So we select the circle.
01:34Shift+Select the eyeball, Constrain, Aim, okay?
01:40Now again, I forgot to go in here, but let's go into this.
01:45We want to make sure we check Maintain offset. Make sure that's checked.
01:48I had that checked by default.
01:49But it may not have been checked in your particular package.
01:53So make sure that Maintain offset is checked because otherwise just like with
01:57the Orient Constraint, this may flip around to other directions if that happened to you.
02:01That's why--why that happened, okay?
02:02So now, once we have Maintained offset selected, we can go ahead and select this
02:06particular circle, and now the eyeball always looks at the circle.
02:11Okay, so that's our target.
02:13So if we want our character looking in a very specific place, we just place this
02:17object where we want our character to look and the character will look that way. Okay, very simple.
02:23Now, this can be used for other types of animation as well.
02:27Again, the camera is a really good example.
02:29But really, anything where you want something pointed at another object, let's
02:33say you're doing a war video game, and you want the gun always pointed at the
02:37target. Well, you can certainly constrain that using an Aim Constraint, okay.
02:43So that's the basics of that particular constraint, and let's move on to the next one.
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Orient constraints
00:00The next constraint we're going to look at is called an Orient Constraint.
00:04And that actually constrains the orientation of a joint, or actually, the
00:09rotation of a joint.
00:10So let's go ahead and create that same thing that we did before.
00:13Very simple to create.
00:14So let's go ahead and just go into our animation menus, go Skeleton > Joint tool,
00:18and let's create a very simple three-joint chain. Hit Enter.
00:21And let's go ahead and create, into our Side view, and create a NURBS circle.
00:29And again, we're going to use this as our control object.
00:32Now, this time instead of going to the top most joint, I'm going to go to
00:36this middle joint here.
00:37So I'm going to select this, turn on Snap, and move it.
00:48Okay, so now this is snapped to the top of that joint, so they're coincident.
00:53Now, what I want to do is constrain the orientation of this joint to this.
00:58So let's say this was an elbow joint in a character so that way you could select
01:03this to control the rotation of the character's elbow.
01:06So, again, with constraints, you want to select the constraining object
01:12first and then hold down Shift and select the constrained object second,
01:17Constrain > Orient, okay. And again, let me look at the options here.
01:23We have Maintain offset, exactly the same as point constraints.
01:26Okay, let's go ahead and just do Add. You notice that flips around.
01:31And let's take a look at this. I'm going to hit Z and undo that.
01:36Okay, so now we have taken the constraint off of this.
01:38So what we have here is we actually have opposite rotations.
01:43So the circle is actually rotated opposite to what the joint is rotated to.
01:49While we can go ahead and kind of manipulate all the pivots and stuff, but
01:52that's probably going to take a lot of time.
01:55So the easiest way to do it is to just put in a Maintain offsets.
01:59So I'm going to go ahead and select. Let's go ahead and do this again.
02:02We're going to select the circle, Shift-select the joint, Constrain > Orient,
02:07Maintain offset, okay.
02:09So that will go ahead and keep that rotation the way it was and just make this an offset.
02:15So now when I rotate this joint, or this circle, the joint rotates, okay.
02:23Now, the one thing we haven't done is we don't have a point constraint on this, okay?
02:27So if I wanted to, I could add a second constraint to it.
02:30So I can hold down Shift, and select the circle, Shift-select the joint, go
02:36Constrain > Point Constraint, and again I'm going to click Maintain offset.
02:41And now, I have got a constraint that actually moves the joint and rotates it, just
02:47like in a hierarchy, right?
02:49So if I go into my Outliner, you'll see I have these circles outside of the hierarchy.
02:54Again, it's kind of like the IK Handle.
02:56So I have something outside the hierarchy that can actually move things
02:59within the hierarchy.
03:00And if I look at the joints, I'll see I have joint2, and joint2 actually has two
03:06objects attached to it. Those are my constraints.
03:09If I select that constraint, you'll see the attributes for that constraint come up here.
03:14For example, the Orient Constraint, actually, the offset is 180 degrees, and
03:18that makes sense because that thing flipped around 180 degrees.
03:22You can also constrain it on or off, okay.
03:25So I can constrain it to zero or one and anything in between.
03:29Again, you can constrain things so that they are attached or aren't attached.
03:33Now, the other really good use for constraints is in animation.
03:37Now, we're not really going to get very deeply into animation in this particular
03:41title, but if you think about it, let's say a character is picking up an object.
03:46He picks up a ball.
03:48You can constrain that ball to a joint in the character's hand and then when the
03:52character sets down the ball, you animate that constraint to zero, and so then
03:57the ball becomes free again.
03:59Okay, very similar application except just in the opposite direction instead of
04:03constraining the joint to an object or constraining the object to the joint. Okay, very simple.
04:09Okay, so that's the basics of the Orient Constraint, and we'll be using this a lot in our rigs.
04:16So let's move on to some more constraints.
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Pole vector constraints
00:00The last type of constraint that we want to look at is called the Pole Vector
00:04Constraint, and that works with IK, the Inverse Kinematics.
00:08And it allows us to constrain the direction of the IK Chain so that it always
00:14points towards an object.
00:15So it's kind of like an Aim constraint, but it's for a joint chain.
00:19So it's like, for example, if you had your knees on your character, you could aim
00:23the knees so that they point at a very specific direction.
00:26Let's show you how to do that. We're going to go ahead and open scene 03_04.
00:30And this is basically the scene we used before, except added in this object constraint.
00:36So this is essentially a IK chain, very simple. Okay, so how do we do this?
00:42We, just like any other constraint, we select the constraining object first, and
00:49the constrained object second. Okay, so we're constraining to this circle.
00:55We hold down the Shift, and we select our IK Handle.
00:58Okay, because the IK Handle has the Pole Vector as part of it.
01:03And then we go Constrain > Pole Vector, and let's look at some of the options.
01:06There's actually only one option which is the Weight of the constraint so that
01:10allows you to just turn it on and off or animate it on and off, and you just hit Add.
01:15So now, if you notice, this little line comes up, and now it says this
01:18is looking at that.
01:20So if we kind of go up in our Top view port, and we select our circle, you can
01:24see now that the knee is always going to follow this constraining object.
01:30In fact, let's bend that knee a little bit more so you can kind of see it more specifically.
01:37So now, let's say this is again, the knee of your character, now he can do the Charleston.
01:41Isn't that amazing?
01:42So, again, this is a really good way to put something outside the hierarchy.
01:46You could actually just go into your character or you could select your IK
01:50Handle and go into your Pole Vector and animate that manually.
01:55But that requires you dig through a bunch of joints and hierarchies and all
02:00that sort of stuff, and when you're animating, you really don't want to have
02:04to think in that way.
02:05You just want to grab and move, and that's why we're using this
02:08particular constraint, okay.
02:10So we'll actually be doing this when we rig the character, but I just wanted to
02:14kind of show you the operation up front so that way you kind of have a clean
02:19example of how it works, so when we get into the complexities of character, you
02:22kind of understand the fundamentals. Okay, so that's it for this.
02:26We're going to go ahead and move on to some other topics or we're actually
02:30going to move on to Attributes and creating Custom Attributes for your characters as well.
02:35So we'll do some simple ones of those and then that way you'll have fundamental
02:39theory when we get into rigging the character.
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Creating custom attributes
00:00Now the last thing I want to cover before we get into actually rigging our
00:04character is the topic of Custom Attributes.
00:07An attribute that you create additional attribute for the object that can be
00:11used to control the object itself or it can be used to control other objects.
00:15So, for example, in the character rig that we're going to do, we have a number
00:20of attributes to control the fingers, the bend of the fingers. So each
00:23individual finger has its own rotation control, and then you have a spread
00:27control for the hand itself.
00:29So that instead of actually manipulating all the dozens of joints in the hand,
00:34you actually go to one place and manipulate them there rather than having again
00:39to dig through the hierarchy of the character.
00:42So let me show you some of the real simple basics of how to do that.
00:46We're going to go ahead and create an object.
00:48So I'm going to create-- let's just create a joint.
00:50Okay, animation shelf here, Joint tool, I'm going to go ahead and create joints.
00:55And let's just pretend those are fingers on one hand, okay.
00:58So there's three joints per finger.
01:00And then let's create an object that will control those.
01:03So I'm going to go ahead again, I love circles, so let's go ahead and just
01:07create a circle, easy to create, and you can do a lot with it.
01:11And what I'm going to do is I'm going to use this to control the rotation.
01:16Now, we used the Orient Constraint, but there's another way to control parameters
01:20as well, and that's using what are called expressions and set driven keys.
01:24Okay, so I have a couple of joints in here. I have joint one, joint two, and joint three.
01:31Okay, so what I want to do is create a set of parameters here that controls here.
01:39Okay, so the circle is going to control the joints.
01:42Okay, so what I have on the circles is I have a couple of attributes here, I
01:46have Translate, Rotate, Scale, Visibility. Those are standard.Those come with every object.
01:50What I want to do is add additional ones so I can animate from the Channel Box
01:55the rotation of these just by selecting this, okay.
01:58So how I do this is I right-click here and go down to Add Attribute.
02:06What that does is it brings up a dialog box, and it gives me the name of the
02:11attribute as well as the type of data and then some other things like minimum
02:16and maximum and so on and so forth. So let's go ahead and just give it a name.
02:21We'll call it Joint1_Rotate. Okay, let's go ahead and add that.
02:27Now I have a parameter here called Joint1_Rotate, and I can actually
02:31manipulate it if I want.
02:33Okay, so I can attach that to this one here, using a couple of different methods--
02:39which I'll get into--but let's go ahead and add three more attributes here.
02:43Add Attribute, Joint2_Rotate, and if I want to, I can give it minimums and
02:51maximums and so on and so forth, but I'm not going to do that at this point.
02:55And let's just do it one more time. Joint3_Rotate.
03:02Okay, so now I have basic parameters here, and I can use those now to control
03:08this, and we're going to do that. There's two methods of doing it.
03:11So I'm going to go ahead and split this off at this point, and we'll go ahead
03:15and go through both methods individually, and then you can use whichever method you want.
03:19So the first step is to create the attributes, the second step is to connect the
03:23attributes, and we're going to do that in the next two lessons.
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Creating Set Driven Keys
00:00So now that we have created Custom Attributes, we can use those attributes to
00:04actually control the rotation of the joints. Now there's two ways of doing that.
00:09The first is called Set Driven Keys, and the second is called Expressions.
00:13They operate a little bit differently.
00:15One is kind of more visual, the other one is a little bit more mathematical and more precise.
00:20So there are differences between the way they work, but they kind of do the same thing.
00:24So let me show you how to do both of them. We're going to start with Set Driven Keys.
00:28So we're going to go ahead and open a File, 03_05, and that's that scene that I just made.
00:34And so, let's recall where we're at here.
00:38We have this joint chain, and we have got three joints and instead of having to go
00:42through each joint and rotate them individually, I'd like all of the controls
00:46right here at the circle.
00:47So I have created custom attributes here, Joint1_Rotate, Joint2, and Joint3.
00:51So now animating these attributes, I want those to actually manipulate this joint chain.
00:58Okay, so we're going to connect these using a Set Driven Key.
01:02So the first thing we need to do is know which attribute on the joint that
01:06we want to animate.
01:07So I select this first joint, left click, select, and I go into Rotate mode,
01:13and I see that it's going to be the blue axis, which if I rotate that, you can
01:18see that right here, it's the Z axis.
01:20So I want to put a Set Driven Key on Rotate Z. So I select Rotate Z in the
01:25channel box, right-click, and go all the way down to Set Driven Key, release,
01:31and it brings up a window called Set Driven Key.
01:35And now what this does is it puts what we had just selected, Joint 1, Rotate Z,
01:40it puts that in the driven section of that window.
01:44Now, we need to decide what is going to drive that rotation.
01:49Well, it's going to be our circle.
01:51So we select our circle, left click select, and we go Load Driver.
01:56And now that brings up all of the attributes for this, and if you notice here
02:00Translate X all the way through Joint3_Rotate, Translate X and so on and
02:05visibility and all those are all there.
02:07So we want Joint1_Rotate to drive the Z rotation of Joint1.
02:12Okay, the first thing we do is we hit Key.
02:16So what this does is it keys it so that when this is zero, this is zero.
02:20So if I look at this, if I select that, that's zero, and that's zero.
02:24So I'll just go Key.
02:26Okay, so now if you notice this has turned kind of purple and so that means that
02:31it has a keyframe on it.
02:33Now what we want to do is bring this up to a new value.
02:36So let's say, what's the maximum that we want to rotate this?
02:39So let's just go from zero to ten. Let's just kind of make that an arbitrary value.
02:43So when this is 10, this will be at its maximum.
02:46So I select this and rotate it as much as I want it to rotate.
02:50Okay, in this case, it's -71 degrees but if we wanted to, we can make it both
02:54of these as the same number but I kind of like zero to ten cause it's a little bit more memorizable.
02:59So I hit Key, and now what that does is it's created two set driven keys.
03:03So it's created two key frames. So I select my circle, click on Joint1_Rotate.
03:09If I middle click and drag, you can see how as this goes from zero to ten, this
03:24one goes from zero to seventy-one.
03:25Okay, so, again, I can very easily manipulate that joint.
03:34Now, if I want to, I could actually take this particular joint, and I can look
03:39at it in my Animation Editor's Graph Editor, and you'll see that I actually do
03:47have some values for this Set Driven Key.
03:50So as this goes from zero to ten, this goes from--so you can see it from zero to
03:57ten, it's almost 12, it's not quite, you can see here there.
04:00From zero to ten, this goes from zero to -70.
04:06So if I want to, I could actually just move that key around, and I could
04:09actually readjust it, in fact here.
04:11I don't think you can quite see it, because it's such a small window.
04:15If you can see, if I reposition this key, I can actually change that final
04:19value, so I can tweak it very, very easily.
04:21I can also change the curve types so that it slows in, slows out, whatever I want to do.
04:26Okay, now, all I have to do is do that exact same thing for all of the next
04:31joints, and then I'll have something where I can control all the joints from one position.
04:35Let's just do it one more time.
04:37We'll go, select joint2, Rotate Z, Set Driven Key.
04:42Right-click here, okay, and then I'm just going to go ahead and select my
04:47Circle, Load Driven, Rotate Z, Load Driver, control joint2.
04:53Okay, so there we are.
04:57Rotate Z. Hit Key, take this, put it to 10, rotate this however much I want, hit Key again.
05:08So now I have got two.
05:10I have got this one here, which should hit Key so that controls that, this controls
05:19this, I can put them together and control them the same way.
05:22Now that I have got two of them, you see I can actually just rotate them both, and
05:27it makes it a lot easier rather than rotating each joint at a time.
05:30Okay, so that's the basics of Set Driven Keys.
05:32If you want, you can do that third joint as an exercise, but I'll leave it at that.
05:36So there you go.
05:37Okay, so next we're going to move on to Expressions.
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Creating expressions
00:00The second way to connect Custom Attributes to an object is to use Expressions.
00:05Now, what an Expression does is it mathematically creates a connection between
00:10one object and another. And yes, the word math came up, and yes, it is a little
00:15bit more technical than a Set Driven Key, but it's also a lot more precise.
00:19And it also will evaluate faster in Maya, so, I personally, I like
00:23Expressions because they're pretty straightforward once you get the hang of it.
00:26So let's take a look at this file.
00:29I'm going to go ahead and open up the same scene we did before, 03_05, and this
00:35has that joint chain with three joints, and that circle which we're going to use
00:40as the controlling object.
00:41We have these three Custom Attributes that we put into it, Joint1, 2, and
00:45Joint3_Rotate, and those we're going to use to control the rotation of these joints.
00:50Okay, like with Set Driven Keys, we need to know which attribute of the joint
00:57we're going to be controlling.
00:58And again, it's going to be the same one because we're basically doing the same thing.
01:02It's going to be Rotate Z. Okay, so let me show you--before we go into the
01:07actual authoring of this--let me show you a little bit about how this works.
01:11This window is a little complicated, and there's a lot of really tricky naming
01:14things that you have to do.
01:16So let me show you how it works, and then I'll show you a trick, and that will
01:20make it a lot easier.
01:22So just like with Set Driven Keys, when you want to add an expression onto an
01:26object, you just right-click over that attribute, that you want to put the
01:31expression on, and that will bring up the Expression Editor.
01:34Okay, very similar to the Set Driven Key window except it has to do with Expressions.
01:39Now, I'm going to zoom out here and in the corner you can kind of see this joint
01:43chain and a circle that I have.
01:45Now, when I right-click and drag and bring up this window, it automatically goes
01:48to the object and the attribute that I want to put the expression on.
01:53If you'll notice here in this window, it says Selected Object and
01:57Attribute, joint1.rotateZ. Okay, so that's the name of the object, a
02:03dot, and then the name of the attribute that you're actually putting the expression on.
02:07Okay, so what I want to do is I want this attribute to be equal to the one that
02:15I have from the circle.
02:16Now, this is a--click off of this-- and if you notice, when I click off of
02:20that joint, it disappears out of this window, but if I left click, and I'm
02:24going to select the circle down here, you'll notice it brings up the circle and its attributes.
02:30Okay, so the attribute I want to use as the controlling attribute is
02:34nurbsCircle.Joint1_Rotate, which is right here.
02:37So I want this to actually control this, but the trick is the expression
02:41actually has to be here.
02:43But the reason I brought this up is because I want to show you a little trick.
02:47If I select this object, I can actually select this complex name,
02:50nurbsCircle1.Joint1_Rotate-- which I really don't want to type.
02:56I can select that and just copy using, PC, it's Ctrl+C, I believe, it's--isn't
03:00it Apple+C on the Mac?
03:01And now that I have that, I hit Ctrl+C, and it's in my clipboard.
03:07So now when I select the actual object that I'm going to be putting the
03:11expression on, which is this joint here, so if I left click and drag and select
03:16that joint, it comes back up from my Expression Editor, and I can select joint1 and rotateZ.
03:23But I really want to make that equal to this complex name that I just selected.
03:27So I'm going to go ahead and paste, just using my keyboard shortcut.
03:31So now I have that name.
03:33So I have nurbsCircle1.Joint1_Rotate, so I want that to be equal, so equal to this.
03:38So what I do is I put my cursor here, put an equal sign there, put my cursor
03:44at the very beginning, select this name, copy, Ctrl+C for the PC, Apple+C for
03:54the Mac, I believe, paste.
03:57Okay, now I could have typed this, but I'm a lazy person, and I don't really type
04:03all that well, and I can't remember all this so I just cut and paste it.
04:07So joint1.rotateZ, which is the rotation of this particular attribute is going to
04:11be equal to nurbs.Circle1 and the name of that custom attribute.
04:17So we go Create, there, okay.
04:21It seemed complex, but it really wasn't once you get the hang of it.
04:26So now if you notice, this turns purple.
04:28And so now, if I select this I can, again, rotate all of that.
04:35Okay, now the hot tip with Expressions is because they're text, it really gets
04:42fast when you start copying and pasting them.
04:44So what I'm going to do here is I'm just going to go ahead and select this part
04:48of my expression, copy that, and then I'm just going to apply it to all my other joints.
04:53Okay, I'm just going to close that. I just wanted to get that name.
04:56So if I select this, I can go highlight RotateZ > Expressions, and I'm just going
05:02to go ahead and hit Paste.
05:04Okay, and instead of Joint1_Rotate, I want Joint2_Rotate, all right,
05:09nurbs.Circle1 and the name of the custom parameter for joint2 is Joint2_Rotate,
05:14select this, Ctrl+C, Ctrl+V, Create. Okay, so that created that one. So now I have got two, right?
05:24So now as I move those, I get two, and I can do the same thing for this,
05:29select that joint, highlight that, right-click Expressions.
05:33Okay, so then for the last joint, we can do the same thing.
05:38I can actually go into this Expression, select out and copy just that last
05:46part of the equation, and then I could go select my Joint3, highlight RotateZ,
05:54Expressions, Paste. All right.
05:57But it's not Joint2_Rotate, it's Joint3, and now I just copy that name.
06:04Let me go to the very beginning of this line and Paste, Create.
06:10Okay, so now I have got three joints.
06:15Now, the great thing about Expressions is you can add additional math.
06:19So let me show you just a little bit of how to do that.
06:22So, for example, if I wanted to, if I didn't want this joint to rotate as much,
06:26I could do a couple of tricks on it.
06:28So I could go into Expressions here, and so instead of it just being equal to
06:34this--so joint3, rotateZ equals this-- I could say it equals that over 10.
06:41Okay, and so, in that case now, this doesn't rotate nearly as much so it kind of
06:50damps it or if I want to, I could do the exact opposite.
06:53I could select this, go find my RotateZ here, and so instead of it being over
07:0110, I can multiply it by 10 and make it even more so that it totally amplifies it.
07:08So, again, by dividing or multiplying this parameter, which I do here, so in
07:21other words, when I go into this Expression, it can multiply or divide this
07:24parameter to amplify or diminish the action of it.
07:29And so, again, we have got a lot of control.
Collapse this transcript
4. Rigging Characters
Rigging legs
00:00So in the last chapter, we understood some of the basic tools we're going to be
00:04using to rig this character.
00:05So let's go ahead and apply that knowledge and actually rig the body of a character.
00:11We're going to go ahead and do the head a little bit later, but let's go
00:15ahead and rig the body.
00:16And the first thing we need to do is set our project to our current
00:22chapter which is 04_Rigging. And let's go ahead and open our scene, which
00:29is in 04_Rigging scenes. It's 04_01.
00:33And this is kind of where we left off on Chapter 2, which is our skeleton, which
00:39is all of our joints inside the geometry of our character.
00:43Okay, and there's--right now there's no head skeleton.
00:45We're going to go ahead and do that when we do facial and head animation.
00:48We're going to kind of do that separately. So let's just focus on the body at this point.
00:54So the first thing we want to do is start setting up our Inverse Kinematics.
00:59Actually, I tend to rig just the way I kind of build the skeleton, I kind of
01:03rig from the bottom up.
01:04I start with the legs, do the spine, then do the arms, then do the hands.
01:08You don't have to do it this way. You can certainly mix it up if you want.
01:12You can certainly do the arms first if you want.
01:15But this is the way I do it so this is the way we're going to do it in this
01:20particular series of lessons.
01:21So the first thing we want to do is actually set up the IK Handles for the legs.
01:27So it's very simple, we know how to create an IK Handle, right?
01:30We go to our Animation shelf, select the IK Handle tool, and we click on the
01:34topmost joint of our IK chain which would be the hip here, and then we click on
01:39the ankle, and that creates our IK chain.
01:42In fact, if you want we can move that around, yup, sure enough it works.
01:46Okay, and I hit Z to undo that to make sure I'm always at zero.
01:51And then that's one thing as we start rigging this character, you're going to be
01:54moving it around to test it.
01:56I always hit Undo to make sure it goes back to its original position because I
02:00want to make sure that the character is centered within the geometry when we get
02:04to the point where we're going to skin it.
02:06So now we have this IK Handle, and if we want, we can look at it in the Outliner.
02:11So we have our Skeleton, our Geometry, our Skeleton, and our IK Handle here, and
02:18I'm going to go ahead and rename that. I'm going to actually call it iKHandle_LAnkle.
02:26Okay, we're just going to work on the legs, and then we're going to do the
02:30feet in the next one. So let's go ahead and do this.
02:33So that's my IK Handle for my left ankle.
02:36And what do you know, let's do one for the right, the same thing.
02:39In fact, I can just do it right there.
02:44Okay, now again, your naming scheme may be different, but this is the way I'm
02:48going to go ahead and do it.
02:49Now, one thing I want to do is I want to create knee controls, and I also want
02:54to create foot controls eventually.
02:55So I have a second file out there which actually has some nice helper objects,
02:59okay, and let's just go ahead and import.
03:02So we're going to go File > Import > Chap04_01_controls.
03:08Now, these are the controls for what we're working with right now.
03:11So we import that and what that does is it brings in a bunch of objects here.
03:16Okay, I'm going to show you what they look like in the Outliner.
03:19So it's all these objects, okay.
03:20Now if you notice, one of the things I did was I named them, and I named all of
03:25these with capital letters.
03:26Okay, that's just the way I do it and the reason I do it is that that way these
03:32particular objects stand out, and when I look at them in the Outliner, I know
03:36that these are controls because they're all capital letters. And now stuff like
03:40my skeleton is all upper and lower case, it's all nice and neat, and they don't
03:44stand out nearly as much as these.
03:46So it's kind of just another way to distinguish different types of objects by name.
03:50Okay, so what I have got is a couple of controls here.
03:54I'm going to close this outliner window.
03:56I have got controls for the feet--which we'll be using in the next chapter--such as
04:00the foot, the heel, the toe, but I also have controls for the knees.
04:05Now, remember when we were working with the Pole Vector Constraint and how that
04:10controlled an IK chain? Well, that's what we can do with this.
04:14We can actually use this IK Handle.
04:17So what I do is I go ahead, and I select, go down here and select my IK
04:21handle for my left leg, or the left ankle, and I want to add a Pole Vector Constraint for this.
04:27Well, actually, I'm doing this the wrong direction.
04:30What I need to do is select the constraining object, which is this particular object.
04:34Now, what this is is it's just--it's a box, but it's not a cube, it's actually
04:39a box of Splines--so that way it's actually a curve, but it just kind of looks like a box.
04:44I just snapped it, I drew it by snapping a spline to the corners of a polygonal
04:49box, and so that made a very nice little box shape that doesn't render, and it's
04:55just a curve, okay, and I have those down here as well for the heels.
04:58So, anyways, I select my left knee, Shift-select my IK Handle, go to my
05:06Animation menu, Constrain, Pole Vector.
05:10Okay, so now I select this, and it controls the direction of my leg.
05:19Let's do the same thing for the right.
05:21So I select my constraining object, the little box, Shift-select the IK
05:27handle, Constrain, Pole Vector. Okay, as simple as that.
05:33So now, I have got my legs pretty much done, and now we're going to go ahead and
05:38move on to a control for the feet because one of the things we have here is
05:42we have got this IK Handle but I want this actual heel here to control the
05:46position of this IK Handle.
05:47So what I want to be able to do is grab this foot and move it and have the leg
05:53move with it so that way I can start positioning the characters legs.
05:57So how I do that is very simply with a hierarchy.
06:01So I go into my Outliner, I select my IK Handle for the left ankle, middle-click and drag to L_FOOT.
06:15So now, this IK Handle is actually a child of the foot.
06:22So if I move this foot position, now it's actually moving the IK Handle.
06:30So now I can obviously move my hips.
06:33I'm always hitting Undo here, remember, and I can move that foot.
06:37Okay, so now I have got kind of the basics of starting my rig here.
06:43So you can see how my geometry is selected.
06:45I could just select that rather than having to dig through here to actually see
06:49where that joint is.
06:50I have got something outside of the character that I can actually select.
06:53Okay, I'm going to turn off my geometry here, and let's go ahead and just do
06:58this for the right ankle as well.
07:02So I'm going to say, IK Handle, right ankle, middle click, drag so that we could
07:07put over R_FOOT, and there it is. Okay, so you can see it's right there.
07:13And now, I have got that controlling that foot.
07:16Now, obviously, we have got this toe and all the rest of this stuff to work for the feet.
07:22So we're going to go ahead and do that in the next section.
Collapse this transcript
Rigging feet
00:00Once the legs are rigged, we're going to move on to the feet.
00:04Now, the feet can be a little bit complex, especially if I just start rigging
00:08them without telling you where we're going.
00:10So let's take a quick look at what we're trying to accomplish with the foot rig,
00:14and then I think it'll be a little bit more clear as we step through how to
00:18create that rig, what we're doing, and why we're doing it.
00:21So I'm going to actually going to jump ahead in our Scene.
00:24So I'm going to go ahead and open actually Chap04_03, which has the finished foot rig.
00:29Okay, now it's that same set of controls, but now I have kind of moved them around a little bit.
00:37So how the foot rig works is you grab this--but actually it's called the foot,
00:41and you can move that. So that moves the actual foot of the character.
00:48Now if you want, you can rotate this to actually rotate the foot.
00:54If you want to rotate the foot out, you can do it that way.
00:58Now, one thing with feet is that you really won't be able to control the toe
01:03and the way the toe lifts and the way the heel lifts, because in a lot of
01:07things like walking and stuff, you're really shifting your weight from
01:10different parts of the foot.
01:11So you need a little bit more control than just being able to move the foot itself.
01:15You need to be able to rotate certain parts of the foot very easily.
01:19So we have created this toe control here, and when you rotate that, it rotates the toe bone.
01:26So when this is actually rigged and skinned and everything, it will actually
01:31rotate the front part of the foot. And so, this allows him to tap his foot.
01:35It also allows when he's walking for his toe to bend.
01:38And then we also have another control here, and that is called the Heel Control,
01:43and what that does is it lifts the heel up.
01:46So what it does is actually rotates this part of the hierarchy.
01:50And if you notice here, I have got a couple of IK Handles, so what we have got here
01:55is I have got an IK Handle here, here, and here.
01:58And if you notice, when you rotate the heel, watch this IK Handle, it moves up.
02:03So actually what we're doing is actually moving IK Handles, and when you rotate
02:07this, it rotates these two IK Handles, one, two.
02:12Okay, and this is obviously the same for the right foot.
02:15Okay, so now we know where we're going. Let's tell you how to get there.
02:19Okay, so we're going to ahead and open the scene before this, Chap04_02.
02:23It has nothing on it. Okay, so it basically has these basic controls.
02:31So we're just going to work on with one foot, and then I'll let you go ahead and
02:36do the other foot as your own exercise.
02:38We have already created a little bit of a rig here where we have got this foot kind
02:41of moving that IK Handle.
02:43What we want is we want this foot to be the master, all right?
02:46So what we have to do is create a hierarchy so that this heel and the toe are
02:53actually children of the foot. How we do that and where?
02:56In the Outliner, of course.
02:59So I select my L_HEEL in the Outliner, middle click and drag over
03:03the foot and select my L_TOE, I'll click and drag over the foot.
03:08So now I have got L_FOOT, and then I have got L_HEEL, and L_TOE. I have also got that IK Handle as a child of that.
03:16So now when I select the foot, and I move it, everything moves, but if you
03:20notice, that foot is acting really weird. The toe is not sticking.
03:24I'm going to undo that so that it's back to 0.
03:28So how are we going to get these little parts of the toe to stick so that they
03:32don't just rotate down like that? The best way to do it is with an IK Handle.
03:37Let me show you how this works.
03:39I'm going to go ahead to my IK Handle tool and do it either here from the Shelf,
03:44and I'm going to create a one-joint IK chain. Okay, I'm going to show you what that is.
03:52I'm going to go from the ankle to the ball of the foot.
03:56And I create a one-joint IK chain.
03:59And what that does is it creates basically-- it's almost like Aim Constraint--
04:04because what this is doing is it's just since there's no joints to bend, this
04:09joint will always point towards this IK Handle. Okay?
04:16So what we can do is we can do that again-- well here, let me show you how that works.
04:21We can take that, and we can take this IK Handle, rename it ikHandle_Left, and
04:26that's what the ball of the foot, so LBall, and we middle click and drag that
04:35just below the foot shape.
04:36And with that does below the foot, it keeps everything flat. All right.
04:42Because now this is actually moving both of these handles.
04:45But I want to have something a little bit more when I rotate the toe control, I
04:50want the front of the toe to rotate.
04:52Well, the first thing I need to do is set my pivot point.
04:56If you notice here this has come up with this centered, so what I do is I hit my
05:01Insert key, and I move that back so that my pivot point is right there.
05:08So now when I rotate this, this is going to rotate around the ball of the foot.
05:12Okay, and what I need to do is I need to create one more IK Handle before the actual toe.
05:19So what I do is I go IK Handle tool, start here and here, very simple.
05:27And I have got another IK Handle in my Outliner.
05:30If I bring up my Outliner, I have got this IK Handle, which I can name ikHandle_LToe.
05:39So what I can do is I can actually drag that into the hierarchy, but what I
05:42want it to do is I actually want it to follow this toe, rather than follow the foot.
05:48So what I want to do is actually drag this ikHandle_LToe here, middle click and
05:55drag below this toe object here.
06:00So now I have got that, and I have got--now my toe will tap.
06:05Okay, so now, I have got a foot where I can rotate it this way.
06:15I can rotate it like this, and I can rotate it like this.
06:22But the one thing I don't have going is the heel.
06:25Now, the way we want the heel to work is what do we want to lift when we lift the heel?
06:30When we lift the heel actually this here, our ankle, is actually what's lifting.
06:35What we want to happen is we wanted that to rotate around where?
06:39The ball of the foot.
06:40So actually, what we want to do is to create a pivot point so when you rotate
06:44this, this is actually rotating around the ball of the foot.
06:48So what we can do is--actually I'm going to go into a Side Viewport here because
06:52it's a little handier.
06:54And I'm going to go ahead and modify my pivot, hit the Insert key, and move that
06:59pivot, so it's on the ball of the foot. If I want I can snap it.
07:02I'm going to be a little bit lazy here.
07:05And so now, when I rotate this heel, it actually is rotating around this center.
07:16So now, what I want to do is take that left ankle, because that's what I really
07:20want to rotate around the center, right?
07:22And I'm going to make that, middle click and drag, and make that a child of the heel.
07:29So now the heel is actually controlling the position of that ankle.
07:35So if I rotate that, now my heel will lift up. Great.
07:41So what do I have?
07:42I have this is my foot and under the foot are all the other controls, right?
07:47So I have got my L_HEEL and my L_TOE.
07:53But they're all children of the foot, so when they move and rotate the foot,
07:56they move with it so that foot object is still my master, right? I can rotate it.
08:01I can do whatever I want.
08:04But if I rotate my toe, it just moves this IK Handle.
08:09If I rotate the heel, it moves to this IK Handle. Great.
08:15So now, that's a pretty functional rig for a foot.
08:17Now there are other ways to rig feet, but I think this is probably one of the
08:21more common ways, and I find this way it works really well.
08:24So I'm going to leave it up to you to do the same thing for the right foot, and
08:30pick it up and start working on the spine.
Collapse this transcript
Rigging the spine
00:00After you get the legs rigged and the feet, we're going to go ahead and move on
00:05to the hips and the spine.
00:08Now the hips are really important in character animation.
00:10The hips really are the center of most character's motions, and it's going to be
00:14the center of gravity for your character.
00:16It's also going to be the top node of the little hierarchy that we're going to
00:20build, the little control hierarchy that we're going to build for our character.
00:23So let's look at where we're at right now. Open Scene 04_03.
00:29Okay, now that's our rig with everything, including the legs and the feet that
00:36we did, and I went ahead and did the right leg and the right foot as well.
00:40So now what we want to do is create something to control the hips and the spine.
00:47Just grab the hips and the spine and just move those around.
00:51Again, we don't want to be digging through the character to find joints.
00:55We want to make something that we can grab from the outside of the character, so
00:59we need to create a control object.
01:00And we're going to create those at curves, like we have done with all of
01:04these other ones, because that's the best type of object to use, because
01:07it's something that doesn't render, it's something you can use as selection mask with.
01:11Again, I can't stress that more. So let's go ahead and Import 04_03_controls.
01:19Okay, and that brings in two objects here. Let me move those up.
01:23Those objects are, this one called C-O-G, Center of Gravity, or you can call it the hips.
01:30It doesn't really matter.
01:31And now what I did was actually created this out of a text object, and I just
01:36distorted it a little bit.
01:37And what it is I just made it kind of more of a fancy-schmansy type of
01:41object so that way you'd know that that's the center of gravity, it's a different object.
01:45And I also what I did with both of these, this is actually just a square with a
01:50little point on it is I made a point.
01:52And what these points do is actually it's going to kind of show you the way
01:56these bones are pointing. It's kind of just a visual reference.
01:59So what I want to do is create a way to control each of these joints.
02:03Now remember, in our last chapter how we played with constraints and how our
02:09constraint can almost act like a hierarchy without actually being a hierarchy.
02:15Well, that's exactly what we're going to do is we're going to actually
02:19constrain the position and rotation of each of these spine joints to these
02:26particular control objects.
02:28Okay, so first thing I wanted to do is actually start positioning these.
02:32So let's go into Side Viewport here.
02:36What I need to do is snap these so that they are coincident with these joints.
02:41So I'm going to go ahead and turn on Snap the Points and just snap those.
02:47So if you notice that's snapped in, I can do this in the Perspective view as
02:51well, I can just snap that.
02:53So now those are snapping to the individual joints.
02:56Now, what I also need to do is create a couple more for each of these spine joints.
03:00So what I'm going to do is select this one here called SPINE01 and just do Edit > Duplicate.
03:07Okay, and now that creates a SPINE02, and I can snap that up here, and again,
03:14Apple+D, or Ctrl+D, to Duplicate and one more.
03:19Okay, so now I have got all of my spine joints and my center of gravity.
03:24Now, the one thing I need to do, also, is I really want to have a sense as to how
03:33these joints are pointed this way as well.
03:35So I'm actually going to go ahead and turn off Snap here, and I'm going to rotate
03:40these so that they kind of line up with each of these little abdomen joints.
03:44Now once I rotate them, I want to zero them out.
03:47If you notice here when I rotate it, it goes RotateX and 7.768.
03:53So once I get that done I want to do a Freeze Transformations, and that will
03:57zero everything out.
04:02Because one of the things is as we rig characters here--oops.
04:07Is you really do want everything to be zeroed out, so Freeze Transformations is
04:11really an important thing.
04:12If you notice here, we have got all these rotations and translations here and
04:16they're all different numbers that don't make a lot of sense, but once I freeze
04:20it, everything goes to 0.
04:22So that way I know I can always get my character back to 0 just by typing in the number 0.
04:30So now, if I ever need this to go back to exactly 0, like I'm rigging something,
04:36I can just literally type in 0 and also the same for the center of gravity, Freeze Transformations.
04:41Now, what we want to do is create a hierarchy, but also what we need to do is we
04:48need to create constraints so that these bones follow these control objects.
04:55So first thing we want to do is just go ahead and create a hierarchy.
04:58So I'm going to go into my Outliner, my center of gravity is this object, and
05:02then I just want SPINE01 to be a child of that, SPINE02, again, highlight
05:08SPINE02, middle click drag over SPINE01, same as SPINE03 to SPINE02, and same
05:17as SPINE04 to SPINE03.
05:20So now I have got this kind of set up in a little bit of a hierarchy, so I can
05:24actually move up and down the hierarchy.
05:26And this hierarchy now will control this hierarchy, the hierarchy of joints
05:31that is our skeleton. Okay, so how do we do that?
05:36All we have to do is do a Point and an Orient Constraint on each of these.
05:40So I select my controlling object, which is my center of gravity, and then I
05:47Shift-select my hips, so Skel_Hips is my object.
05:57And then what I do is do Constrain > Point > Maintain offset, Add. Constrain >
06:04Orient > Maintain offset, Add. So what do we got here?
06:10So now when I move this particular object, the skeleton follows.
06:17When I rotate it, the skeleton follows.
06:20But the really cool thing is this is outside of the hierarchy of the hips, so
06:27I have got all of this stuff outside of the hierarchy of the hips.
06:30And when I look in my Geometry, this is also outside my character, so now I can
06:35just select anyone of these outside of my character, and I have controls that
06:40are easily accessible, and that's the big point of rigging.
06:44And so, let's just go ahead and do that for the rest of these objects.
06:49I'm just going to go ahead and zoom in here.
06:52I'm going to use my Select tool here, select my SPINE01, Shift-select this
06:58joint, Skel_Spine01, Constrain > Point. Now it should default to Maintain offset.
07:04You really should just be able to go to Constrain > Point, Constrain > Orient.
07:07Okay, and then we select the controlling object, which is 02.
07:11Constrain > Point > Orient, Point > Orient and for the last one for 04, Point and Orient.
07:26There we go.
07:27Now I have got joints that will rotate and so on and so forth.
07:39And because I have got a Point Constraint on there, I can't stretch the spine.
07:43Okay, now this may not be something you want to do, if so, you can just lock
07:47down translation here by just doing right-click and just take off translations.
07:52So you can just do right-click, and you can just do a Lock Selected, and that would lock Translation.
07:58If you're going to do some cartoony animation, then you can actually stretch
08:01your character which is kind of cool. So that's the basics of the spine.
08:05So now we have got a spine, and now we're going to work on the arms next.
08:10So let's go ahead and go there.
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Rigging arms for forward kinematics
00:00Now that we have the spine rigged, let's go ahead and move on to the arms.
00:04The arms, we're probably going to take several steps for those.
00:07First, we'll rig them for Forward Kinematics, then we'll rig them for Inverse
00:12Kinematics, and then we're going to move on to the hands after that.
00:16So let's go ahead and load up what we have so far, which is Chap04_04.
00:23And there is the rig with our spine and everything else working perfectly.
00:29So what I did was I created some controls that we can use to rig the arms.
00:34And just to make things easy, we're going to import that, Chap04_04_controls, so Import.
00:42And we have several circles--my favorite thing--which we can put around the
00:47arms, and then I have this spline box which we'll use for ARM_IK.
00:52So let's take a look at what the names are of these.
00:54We have L_BICEP, L_ELBOW, L_WRIST, and ARM_IK. So let's start by rigging these.
01:04The first thing I want to do is to look at this in the Outliner.
01:08We do need to make these into a hierarchy, so if I zoom out here you can see
01:12that when I move the hips, the arm controls don't move anywhere.
01:17So I'm going to undo that.
01:18And so what we have is we have the L_BICEP, L_ELBOW, L_WRIST.
01:22Okay, now, what I have here is I have the circular ones here for Forward
01:26Kinematics and the box is for Inverse Kinematics, it's kind of a pneumonic
01:30thing, so visually, you can kind of tell the difference between the types of controls.
01:35So what I want to do is actually build these into a hierarchy and link that
01:39hierarchy to the spine.
01:40So first thing I'm going to do is take the L_BICEP. And actually what I'm
01:44going to do is I'm going to take the center of gravity, and I'm going to expand all these.
01:49So I have SPINE04 is my topmost spine joint.
01:53And so I'm going to take my L_BICEP, and I'm going to middle click and drag over
01:59SPINE04, and so now it's a child of SPINE04.
02:04So when you move the spine, at least that one moves.
02:07And we'll do the same for the L_ELBOW, which will go below L_BICEP, and L_WRIST,
02:13which goes below L_ELBOW.
02:15So now I have got this is a child of this, which is a child of this, which is a
02:20child of that, so now it all kind of moves together. Great.
02:25So how do we get these to control the rotation of the arm?
02:33Remember our good friend, the Constraint? Let's use that.
02:37Let's use an Orient Constraint.
02:39Now the thing with this that is a little bit different than the spine is that we
02:44really don't need to control the position of these arms.
02:48You don't need to control the length.
02:49So let's just do an Orient Constraint and not a Position Constraint.
02:55Now, one thing I did do, I did snap these to the joint, okay, so that each one of
03:03these is actually snapped to the center of each joint. So that way they all line
03:08up and so when they rotate, they all rotate around the same axis.
03:12So let's just set up these Constraints, so what we're going to do is the
03:16constraining object is the circle, constrained object is the joint, so we're
03:19going to start with the bicep, Constrain > Orient Constraint.
03:24Let's make sure we have Maintain offset checked, Add.
03:27Constrain, this one, okay, and constrain this to the wrist, okay. And there we go.
03:43So what we can do is we rotate each one of these, and it all works perfectly.
03:51I'm going to undo that, get that into the right place, and so this moves the wrist as well. Perfect.
04:00Okay, now there is one thing I want to do, which is I do have this little forearm bone.
04:07Now, the reason I do that is that because the wrist rotates, I want the forearm
04:13bone to rotate along with the wrist, around that axis that it's going to rotate
04:17around, which is this axis here, which is the X axis.
04:21So as this wrist rotates around X, I want the forearm to kind of follow so that
04:26way we have more of a smoother definition that starts kind of down here towards
04:31the middle of the arm, rather than just rotating at the wrist.
04:33This will give you a much more realistic deformation.
04:35I'm going to go ahead and turn off this Geometry layer.
04:38So when I rotate this, I want this to rotate around the X axis.
04:43For every two degrees that the wrist rotates, this will rotate one degree.
04:48So basically, it will rotate half as fast as the wrist, and that will kind of
04:52split the difference for the geometry, and it'll make for a smoother definition.
04:55So how are we going to do that?
04:57Easiest way if you know exactly what the number is is to use an Expression.
05:01So first thing I'm going to do is I'm going to use my little trick here.
05:05I need to get the value of this X rotation.
05:07I need to get the name of that attribute variable.
05:10So I'll right-click over this on the circle here and go to Expressions, and it's
05:14called L_WRIST.rotateX.
05:16So I'm going to go ahead and copy that to my clipboard using the keyboard shortcut.
05:20And now it's time to create the Expression.
05:23So I have essentially the driver in my clipboard, so now let's go ahead and get
05:28to my driven here, if we're using Set Driven Key syntax.
05:31So I want RotateX to have the actual Expression.
05:37So now I'm going to paste this here, L_WRIST.rotateX, and that's going to be
05:43my Skel_LForearm.rotateX is going to be equal to L_WRIST.rotateX, so I cut and paste that.
05:51But I only wanted this to be half of that rotation so I divide, which is your slash, by 2.
05:56So my forearm rotation is going to be the wrist rotation over 2, Create.
06:02So now, you can see when I rotate this, the forearm will also rotate, but it
06:09only rotates at half the speed.
06:11So when this is at 21, this is at 10.5, which is half of 21.
06:18So let's go ahead and undo that.
06:20So those are the basic things you need to do to get Forward Kinematics to work on the arm.
06:25So let's go ahead and move to Inverse Kinematics, and we'll do that in the next section.
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Rigging arms for inverse kinematics
00:00So before we rig the hand, I want you to go ahead, and as an exercise, rig the
00:04right arm by yourself.
00:06And the techniques are identical just use the same techniques for the right arm,
00:10then we'll go ahead and rig the hand.
00:12Once Forward Kinematics is set up, let's go ahead and configure the arm for
00:16Inverse Kinematics as well.
00:19So we're going to go ahead and Open the scene Chap04_05, and this is pretty
00:26much where we're at.
00:27We have these arms set up for Forward Kinematics.
00:31So now what we want to do is create an IK Chain and use this box as the controller.
00:39But also, what we want to do is be able to switch IK on and off so that way we
00:45can switch between Forward and Inverse Kinematics on the arm.
00:48Well, the first thing we need to do is create an IK Handle, or an IK Chain.
00:53So we go to the IK Handle tool.
00:55We can either do it here on the Shelf or in the Skeleton Menu, click on the
01:00bicep and on the wrist, and there's our IK Handle.
01:08Now, we have got a couple of things we want to do.
01:10First thing we want to do is we want to control it by this box here called L_ARM_IK.
01:16So easiest way to do that is just the same way we did it with the feet.
01:21We take this IK Handle.
01:22And I'm actually going to rename this ikHandle_LArm, click and drag it in the
01:29Outliner to L_ARM_IK. So now this is a child of that.
01:35Minimize my Outliner., and there it goes. Perfect.
01:43But we have got a couple of problems.
01:45First thing is that these little controls for the Forward Kinematics aren't
01:49really moving with the geometry here, right?
01:52Because when we Translate using IK, these don't Translate.
01:59So what we need to do is Constrain them, but we're going to Constrain them in
02:03the opposite direction.
02:04Now with the spine, what we did was we constrained the spine so that the joint
02:08followed the controller. Right?
02:10But what we can do here is we can have the controller follow the joint.
02:14So I select the joint, Shift-select the elbow controller, Constrain > Point.
02:22Just make sure Maintain offset is checked, Add.
02:26Now when I move this, I select the cube, and I move it, and now that moves with my arm. Perfect.
02:35Let's do the same thing with the wrist. Now, perfect.
02:45Now, I don't have to do it with the bicep, because that's the root of the chain.
02:49It doesn't need to move.
02:51So I have got this set up, but the one thing I want to do is also be able to
02:56turn IK on and off.
02:58Now, how I can do that is again with an Expression and a custom attribute on
03:04this particular box.
03:05So I select this box, and I'm going to create a custom attribute.
03:09So right-click there, Add Attribute, Attribute name, IK--let's just call it IK_FK.
03:17Okay, and in this one, I'm actually going to give it a minimum of 0 and a maximum of 10.
03:24Now the IK in the actual parameter for the IK Handle goes from 0 to 1, but if we
03:32go here from 0 to 10, it's going to be a lot easier to do fractional value.
03:37So I'm actually going to multiply it by 10, and that will actually give us a
03:41little bit more control when it comes to turning IK on and off. So hit OK.
03:45So now I have this parameter.
03:47And what I want this parameter to do or this attribute is going to control, I'll
03:52go to my IK Handle, it's going to control this Ik Blend.
03:57Okay, so first thing we need to do is we need to know the name of the parameter
04:01that's controlling our IK.
04:03So easiest way for me to do it is just go up back in the Expressions window,
04:07right-click and drag, Expressions.
04:09No, we're not going to create an Expression for this, we're just going in here
04:13to get to snag the name.
04:14So I'm just going to hit Copy, and I'm going to close that.
04:18The name of this particular variable is in my clipboard.
04:21Now, we're going to actually create the Expression.
04:23I select my IK Handle, scroll down, Ik Blend, Expressions.
04:29Okay, now very quickly, I'm going to paste what I have in my clipboard, which is
04:34what is going to be controlling it. I go to the very beginning.
04:37In this I hit equals, and now I cut and paste this. I do copy, paste.
04:44So now my IK Handle, Ik Blend is equal to this over 10, because this particular
04:53variable is going from 0 to 10, this has to go from 0 to 1, so I need to divide
04:58this by 10, and I hit Create.
05:00So now you can see this is purple, which means it's controlled by an expression.
05:03So now, all I have to do here is go from my IK_FK to 10, and it works.
05:10If I bring it down to 0, it doesn't work. Again just like the IK Handle.
05:18So now I have got a fairly good arm.
05:21The one thing I also want to do is I do want to constrain--just like we did with the knee--
05:25I want to constrain the Pole Vector of this IK Handle. So I'm going to go ahead
05:30and select the IK Handle, and we're going to set up a Pole Vector, so we can
05:34control the elbow direction.
05:35So I actually need to select the controller first and the controlled, second.
05:39So I'm going to select this box, here, which is called L_ARM_IK_POLE, hold down
05:45the Shift key, drag, and now all were going to do is go Constrain > Pole
05:50Vector, and now let's turn on IK, and you can see here that this controls the
06:02direction of the elbow. Undo all that.
06:07Okay, so that's the basics of setting up an arm that has IK and FK, and there's
06:14actually a couple of different methods.
06:16I'm sure if you looked at different rigs, you'd find different variations of
06:19this technique on how to do it, but I find this one works pretty good, so this
06:24is one way of doing it.
06:25So you can certainly experiment and play with it and do different types of IK,
06:29if you want, or setting up your IK differently, depending upon how the rig is
06:33but you get the general idea with this.
06:35Okay, so now we're going to move on to hand controls, and that will be the next lesson.
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Rigging hands and fingers
00:00Now hopefully you have got all of your arms rigged, and let's go ahead and
00:04move on to the hands.
00:06The hands are very tedious, that's all I can say.
00:09You have got a lot of fingers and a lot of controls to put in.
00:13So what we're going to do is we're going to create controls for one finger, and
00:17then you can pretty much interpolate those yourself and spread those out to the
00:20rest of all the hands.
00:21So let's go ahead and do one finger of one of these hands.
00:25We're going to go ahead and Open the scene Chap04_06.
00:27And we have got the left-hand affect. Let's work on the left index finger.
00:32So what I want to do is I want to have one kind of central source of control for the hand.
00:39So the wrist here pretty much rotates everything around.
00:44So this L_WRIST control, I want that to control all of the hands, so by rotating
00:50it, I can rotate the wrist, and then I'm going to insert a bunch of custom
00:54parameters here to control all of the fingers. Okay, so how do we do that?
00:58The first thing we need to do is add in some custom attributes.
01:02So I'll right-click here and go Add Attribute, and let's start adding them in.
01:07So let's call this L_index00 for the index finger JOINT0, and let's just give it
01:15a minimum of 0, so we can't go below 0.
01:18I'm going to copy this using my keyboard shortcut, then I'm going to hit Add.
01:23Okay, so there's L_index00, and I'm just going to paste L_index01, L_index02.
01:35Okay, so those are the three joints in my finger.
01:38And then I'm going to need one more to spread the finger.
01:43I'm going to rotate around the joints, the left index finger can also move back and forth.
01:48I'm going to Add that.
01:50So for Spread you can move it this way, but you can also move it this way.
01:54Okay, so we're going to go ahead and add that attribute.
01:57Okay, so here's how we do it. We're going to do this with a Set Driven Key.
02:02First thing I'm going to do is let's go ahead and do all the rotation of the
02:08fingers, so we can get the finger to curl, and then we'll do the spread.
02:12The first thing we want to figure out is what attribute we want to control.
02:15And I believe it's going to be Rotate Z, yes.
02:18So what I'm going to do here is I'm going to highlight that, right-click, Set Driven Key.
02:24And we used Expressions for the other one, let's use Set Driven Keys.
02:27You can obviously use Expressions if you want. It's really up to you.
02:30But let's use Set Driven Keys just to make this a little more interesting.
02:33Okay, so that comes up in the Driven, now what's going to be the Driver? The wrist.
02:39So grab the wrist and load Driver.
02:44Scroll down, we have our L_index00, L_index01, and L_index02 and our L_index_Spread.
02:49So this is our L_index00, so we do L_index00, and let's just go ahead and set a
02:54key for the 0 on both of them.
02:56Now, I'm going to set this here, and let's set this to, oh, let's say 60.
03:03I don't think we're going to rotate that more than 60.
03:05Let's bring it to 75.
03:06So we're going to make this 75 degrees, and this we're going to rotate this down
03:12to--okay, now this is rotating in negative space.
03:14We're going to rotate that to -75, and I'm going to hit the Key.
03:19So now, when this goes from 0, okay, so this is why I set a 0 limit on this, so
03:25it doesn't go below 0, up to 75.
03:30If it goes above 75, it kind of limits it so that's actually kind of nice.
03:34And now all we have to do is do the same for the other three joints.
03:38So I'm going to go ahead and select this next joint, L_index01, load Driven.
03:41Now the Driver is the same, L_WRIST, but it's just a different attribute in that object.
03:47So again, it's going to be L_index01 is going to control Rotate Z of this
03:53particular object of this joint Key. Now select the wrist, bring that up to 75.
04:03Select this, we can even type that in, which is -75 and hit Key. Let's do the same.
04:10Okay, I'm just going to bring this back to 0. Okay, so that works, cool.
04:16Actually, I didn't set a limit on this one, so I can do that by right-clicking
04:21here, Edit Attribute, select that, Has minimum.
04:25Okay, so that sets my minimum, and let's do that for the rest of them.
04:29I forgot to do that.
04:31So L_index02 and L_index_Spread, I don't know what the minimums or maximums are
04:35going to be in this, so I'm not going to do that.
04:40So let's go to this last one here, and we're going to go ahead and select this
04:44joint, Index02, load Driven, and so the Driver is going to be L_index02, and
04:52the attribute here is going to be Rotate Z, everything is at 0, hit Key, bring this up.
04:58L_index02, bring that to 75, bring this to -75, and hit another Key.
05:11So now, what I have got here, we will bring them all to 0.
05:16So what I'm doing here, if you haven't caught on, what you can do is if you
05:22select anything here in the Channel box, and you middle click and drag in the
05:27Viewport, it will change the value.
05:29So I have highlighted all of these, middle click and drag, and there's my finger,
05:34and it totally curls. Great.
05:36Now, what we need to do is do one more for the Spread of the finger.
05:42So that is the rotation here, and we're going to rotate that from, along the Y axis,
05:49from about 50 to about -50, or somewhere around there.
05:53You know, typically when we do this, we usually give it a little bit more than it needs.
05:58So that way it gives the animator a little bit of freedom.
06:02So this one here, Rotate Y, we're going to do a Set Driven Key,
06:07right-click, drag, let go.
06:11We still have that Driver here, if not we could just select that and just go Load Driver.
06:17So the L_index_Spread is going to control Rotate Y. Okay, now, and we can Key it
06:24here, but that's just going to Key it in the middle.
06:26We need to actually make two or three Keys. I'm going to make three Keys.
06:30I'm just going to Key it in the middle so that 0 is 0, and then I'm going to
06:35L_index_Spread here, and I'm going to bring it over here to, say, -50.
06:41And I am going to select this and make that -50, and then I'm going to Key, and
06:50let's just do the opposite.
06:51I'm going to select again my Driver just bring it to +50. Oops. Sorry. +50.
07:02Bring this to +50 and Key.
07:09So now, my Spread goes from 0, here we go, very good. Let me 0 that out.
07:23Now, I think 50 might have been a little bit too much.
07:26I probably have done it maybe 20 or 30 degrees, make it a little bit more natural.
07:31I think I over did it a little bit. But that's the basic way you do that.
07:34Now that's for one finger.
07:35We have got one, two, three, plus the thumb, plus another five on the other hand.
07:41So you have got your work cut out for you, so do I, because I'm going to have
07:45to do this for you anyway, so we'll have a final rig at the end so that's the method.
07:50So by the time you get to your last finger, you'll have memorized this, and
07:53you'll be really good at it.
07:55So practice makes perfect, and by the end of this, you'll definitely be perfect.
07:58So we're going to pick this up and finalize the rig in the next section.
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Finalizing the rig
00:01Okay, so now we have done all of the fingers, and I did too, and that was a little
00:06bit of work, but not too much, and you kind of get the hang of it, and it goes
00:11pretty quickly. So let's a take a look at it. So, we're going to open a scene 04_07.
00:15And that should have everything. So, let's take a look at these fingers first.
00:19I am going to select this Wrist Controller here, and you'll notice that I added
00:24all of the fingers here.
00:25Now, they all pretty much work the same as the index finger except you
00:29probably notice this when you started rigging the thumb that it actually
00:33rotated along the Y axis, rather than the Z axis, and it actually spread along
00:40the Z axis, rather than Y axis. So the axes were kind of reversed for the thumb.
00:44It was pretty much the same as the index finger and did the same for both hands.
00:49So, now that we have got this rig pretty much done, we need to just kind of do
00:55some house cleaning here and clean it up so that we can get ready to actually do our skinning.
01:01So the first thing we did was when imported some of these controls, I actually
01:05created the separate layer.
01:06So, let's go ahead and layer everything properly.
01:10Turn off Skeleton, and then we have got-- the controls are in this layer, but we
01:15also have this layer here which has some additional controls.
01:18So what I'm going to do is select this layer, right-click on it and just
01:23say delete the layer.
01:24Okay, that takes what we have out of the layer just kind of puts it out without any particular layers.
01:30So if we turn off all layers, these are the ones that are left, so I'm just
01:34going to go ahead and left-click and drag and select them all and right-click
01:38and just go Add Selected Objects.
01:39Okay, there are still some that aren't showing up here. There we go.
01:44Now, those are all of our controls.
01:48There's our Skeleton, there's our Geometry. Perfect. Looks good.
01:53Okay, now one other thing is we need to organize our Controls, so we have a
01:58little bit more organization here. So, let's get into our Outliner.
02:01You'll see a lot of the stuff is just kind of sitting out here in the middle of nowhere.
02:06And so what we should probably do is create kind of a master node so that we can
02:11have one node for all of the controls.
02:13So I'm going to go ahead and minimize this for now, and I'm just going to draw a
02:17circle on the ground.
02:18I'm going to go to my Top view, and I'm going to go to the Curves, do
02:24NURBS Circle and just create a circle that's big enough to kind of
02:27surround the character there.
02:29And I want to set this all to 0, 0, 0, 0, everything, so we're going to 0 all of
02:38that so that way we know that it starts at 0.
02:41And let's name this circle CHAR_MASTER so that way we know what the master control is.
02:49So now that we have that, we can select all of these other controls and
02:53move them in there.
02:54I also noticed here that my right arm isn't quite rigged properly.
03:00So I do need to put my right arm under my spine so that was actually one little
03:06problem that we had here.
03:07So I'm going to drag my wrist under my elbow, my elbow under my bicep, and the
03:13bicep under SPINE04, and that should do it.
03:17So now we have our L_ARM_IK, the IK_Pole, IK, IK Pole.
03:28And our L_FOOT, R_FOOT, KNEE and then this CHAR_MASTER here should move everything.
03:31It just moves our Skeleton around so that way if we want to position it, we can.
03:35So, that's pretty much it.
03:37So, now we have got three kind of main nodes, we have got our Geometry here, our
03:42Skeleton and then Character, and then we also have camera_group here, which
03:46we are going to have to just kind of move down here, let's move this up, so
03:50they are all the same. So these are our CONTROLS.
03:53This is our Skeleton, and this is our Geometry. So, let's move on to Skinning.
03:59We're going to go ahead and save this.
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5. Skinning Characters
Binding skin
00:00Once we have the Rig built, it's time to skin the character.
00:05Now skinning, essentially, what it does is it takes the geometry, or the skin, of
00:10the character, and it attaches it, or binds, it to the skeleton.
00:15So when the skeleton moves, the actual geometry of the character deforms to
00:21match the skeleton, okay, very simple.
00:24Before we get into rigging the actual character, let's go through some of the
00:27basic tools so we understand where we're at.
00:30Let's do some simple cases, and then we'll go to the more complex character.
00:34First thing we need to need to do is set our project, so we'll go Set.
00:38And we're going to set this to 05_skinning, and then we're going to Open the
00:42file, and we're in 05_Skinning, scenes, 05_01. Very simple.
00:52It's a very simple scene, essentially, a cylinder with two joints in it.
00:58And these joints can be used to deform the cylinder.
01:00Now if you think about it this is pretty close to like the arm or the leg of a
01:05character, so this actually has some practical application.
01:07So let's go ahead and attach a skin. Now, there's two ways of doing that.
01:12There's a thing called Smooth and Rigid Bind.
01:15And let me show you some of the differences, okay?
01:18I'm going to go into the Side Viewport. I'm going to select the Joint Chain.
01:22Shift-select Geometry. Geometry is selected last. You select the joints first, Geometry last.
01:31Skin > Bind Skin, let's do Rigid Bind first so I can show what that looks like.
01:38Rigid Bind is kind of the old fashion way that Maya used to bind.
01:43In fact, that was the only thing you could do in Maya 1, and that's kind of why
01:48it hangs out still in Maya 8.5.
01:51Rigid Bind, you notice what happens, is that basically, what happens is that the
01:58vertices that are closest to the bone or the joint are attached to that joint.
02:04So there's really no smoothness to that. If we want we can Create what's called a Flexor.
02:13What a Flexor is it's like a lattice that goes around the joint.
02:16Here, you can see a lot bit better in this case here, you just do shade here, so
02:21it's like a lattice that goes around the joint.
02:24And what that does is it allows you to deform things, it allows you to get a
02:30little bit smoother deformation.
02:31But again, with the Rigid Bind, that's pretty much all you get--you get extra
02:36tools, but it's not very robust at all, and it's not very customizable.
02:41So that's kind of where we'll leave it and the fact is it's kind of there just
02:46because it's from older versions of Maya.
02:47Okay, so let me show you Smooth Bind, and I'll show you the differences between that.
02:53So, actually I'm going to go ahead and reopen the same scene 05_01.
02:56Don't save, okay so that's exact same shot.
03:01And we're going to select the joint again or the Joint Chain.
03:07Shift-select the Geometry, Skin > Bind Skin > Smooth Bind.
03:14Now we rotate this joint, and you'll see that it's a lot smoother already.
03:21Okay, there's a little bit of rigidness going on there.
03:24But you can see that this Smooth Bind has a lot more joint controls, it's not
03:30rigid that there is smoothness between the joints.
03:33And how this works is each vertex in the mesh is assigned a relative weight, so
03:41it's almost like a field.
03:42So, if it's closer to the first joint that it's going to get more strength
03:47from that first joint.
03:48If it's closer to the second joint, it's going to get more strength from that joint.
03:52So, these ones at the very end are getting maximum 100% influence from that joint.
03:58So here it's 100% influence from joint1, and down here it's 100% influence
04:02from joint2 or joint3, okay?
04:09Now there are bunch of other tools that we can use with Smooth Bind.
04:13In fact, that's what we're going to use for this character, I just want to show
04:17Rigid Bind just so you know it's there.
04:19But we're going to be dealing exclusively with Smooth Bind, because that's what everybody uses.
04:22We're going to go through a Smooth Bind in much greater depth in the next
04:26lesson, so this is just kind of an introduction.
04:28Now, we're going to get more deeply into Smooth Bind.
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Painting skin weights
00:00Now that we have gone over some of the basic skinning methods, let's focus a
00:04little bit more intently on Smooth Bind, because that's the one that we're going
00:09to be using throughout this tutorial.
00:11Smooth Bind has a lot of options for manipulating and attaching the mesh to the skeleton.
00:18You can paint weights, you can edit them numerically, you can also mirror weights.
00:23Now, let's go through some of those tools.
00:25First of all, let's go ahead and go a little more in depth into Smooth Bind and how it works.
00:31So I'm going to go ahead and open a file, and that's called Chapter05_02.
00:37It's a real simple object, it's a polygonal object, kind of like a T Shape, and
00:42we have got some bones here.
00:43We have got this main bone, we have got arm, lower, and right arm, and so on and so forth.
00:51Okay, so let's go ahead and attach this to the mesh using Smooth Bind.
00:54Now, let's recall how we do that.
00:56We select our Skeleton, Shift-select the Geometry, Skin > Bind Skin > Smooth Bind.
01:03I'm going to go to my options here. Let's go through some of these options.
01:07First of all, we have Bind To. What are we binding to?
01:11We're binding to either the Joint Hierarchy, Selected Joints.
01:14So, if you only want to bind to the last five joints in the chain, you can do
01:18that, or you can also bind to an Object Hierarchy.
01:21So if you want, you can create bones out of boxes or really any sort of objects.
01:27You don't have to use Maya's joints, but we are, so let's go ahead and keep it
01:32there, Bind method to Closest in hierarchy or Closest in distance.
01:38Okay, typically we're going to draw our hierarchy close to where our mesh is.
01:42So, let's keep it to Closest in hierarchy.
01:44Now, this one here Maximum influences, that one actually can be lowered.
01:49One of the things you'll find is you'll get a lot of extraneous influences on
01:53vertices, and typically, only two or three joints should be affecting any given vertex.
01:59So, you can bring down that maximum number of influences.
02:03We're going to keep it at the default for now, but just keep that in mind when
02:07you go to skin a character.
02:08Then after bind, you want to maintain the maximum number of influences.
02:14So that's even, once it's bound, it will maintain that number, okay?
02:19Drop-off rate is, how fast do these influences drop off from bone to bone?
02:26And also, this allows you to remove unused influences, so it makes it easier to edit.
02:30Okay, so, we're going to leave it at the defaults, and let's just go ahead and bind skin.
02:35Now, that we have done that, we can see how it works. Yeah, it works.
02:39Now, when I go to manipulate my influences and edit skin, one of the things I
02:45like to do is actually do some animation because what you have to do when you
02:49edit influences is you have to select your skin or actually your mesh, and edit it.
02:53And then if you want to see how it works, you kind of have to click off your
02:57skin and then move your bone and then click back on the mesh, and it's kind of tedious.
03:02What I do here is I usually select my bone, Animate > Set Key, and then I just
03:07move my time slider out a little bit and do another Set Key.
03:14So now, I have got that, and I can keep my mesh selected, and all I have to do is
03:23run the time slider back and forth, and I can edit this and see exactly how it's
03:27deforming in real time.
03:29So, I can always delete these key frames and they're just temporary for right now.
03:34So, when I edit this, I can see very instantaneously how that's being affected.
03:40So let's talk a little bit about editing it. There's a couple of ways.
03:43There's Paint Influences, which uses the Artisan Interface. And there's the
03:48Component Editor, which allows you to do it numerically.
03:51So let's go through the Paint Interface and then in the next chapter, we'll go
03:56through Component Editing.
03:57So under Skin, we have an option here called Edit Smooth Skin.
04:03It's got a couple of things here. First of all, you can add or remove influences.
04:06Now, what's an influence? An influence in this case is a joint.
04:10So, we can add or remove joints, or anything else that will affect the
04:15skinning of this character.
04:16We can also reset the number of maximum influences, which we saw in that Options Panel.
04:21Now, the one that we want to work with right now is called the Paint Skin Weights tool.
04:25So, let's go ahead and take that, and go over to our Options and click on it.
04:29And lo and behold, we have our standard Artisan Interface that we have used for a
04:34lot of things, including Sculpt Deformations and Paint Effects, and all that.
04:38It's the same set of tools.
04:40So what I can do here, let me turn on Shading here.
04:44When you turn on Shading, what you'll see here is you'll actually see the influences.
04:49So, if I select the joint, like, for example, the Lower ones or Main, you'll
04:54see the actual vertices that are affected are shown in white, those that are
05:00unaffected are shown in black, and there's a gray gradient that goes through the middle here.
05:06So, let's take a look at this arm which is what we animated.
05:09So, if we want to affect this, all we have to do is just start painting the weights.
05:15And it's the same tool, so if you hit B, you can scale your brush, hold down
05:20the B key, and drag. And it's all the other same Artisan Tools.
05:24Now, the amount that it's going to paint will depend on this Value slider here.
05:30So, if I want to paint 100% influence, I just bring it up to 1, and this will
05:35work with pressure sensitivity as well if you have a tablet.
05:38So, as you can see, as I'm painting this 100%, this bone is affecting more
05:44and more of the mesh.
05:46Now, if I don't want it to be 100%, I can dial it down.
05:52In fact, if I dial it down to 0, I can remove influence.
06:03If I put it somewhere in between, I can do something somewhere in between, very
06:08simple, very intuitive. But it's also not incredibly precise.
06:13You'll find as you start getting into real serious skinning, you will need to go
06:17down to a vertex by vertex level, not easy to do that with this interface.
06:21But this is a great way just rough in your deformations, and it's also a great
06:27way to give good smooth gradation.
06:29So, if you have a large piece of skin, particularly useful in animating like the
06:34jaw, the face and those sorts of things.
06:37So those are the basics of the Artisan Paint Skin Weights tool.
06:42Let's move next into the Component Editor where we can edit these values numerically.
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Editing skin weights in the Component Editor
00:00The second method for editing weights is called the Component Editor.
00:05Now, the Component Editor actually can be used for a lot of things other
00:08than editing weights, but that's what we're going to use it in this
00:12particular application. So let's go ahead and open the file 05_03.
00:19Now, this is the same one that we were playing with before.
00:22It's that one that we had painted weights, and we did this temporary animation
00:28so we can kind of see the deformation.
00:30But the problem is is that that deformation is kind of a little bit funky.
00:35So there's definitely some tweaking that we need to do.
00:38Let's use the Component Editor to actually affect these numerically.
00:41Now, the Component Editor is under Window > General Editors > Component Editor.
00:46Now, when you bring it up, for me, it defaults to Smooth Skins, but there are
00:50a bunch of other tabs here, Weighted Deformers, Springs, Particles, a whole bunch of things.
00:55Make sure you have Smooth Skins highlighted, because that's what we're dealing with.
01:01Now it is called the Component Editor, which means you should probably be in
01:05Component mode when you're working with this, which means you're selecting
01:10vertices, edges, and so on. Now we're going to be in Vertex Selection mode.
01:15What happens in the Component Editor is that when you select a vertex, or several
01:23vertices, they show up here.
01:27So, when you select these vertices, the weights are shown here, and these
01:36are weights per joint.
01:37So, I have this joint called Left Arm 01, and so this particular vertex is
01:42weighted at 0.26, Lower01 which is this one here, Main which is the one right in
01:48the center, Right arm way over here, and Top which is way up here.
01:56So, all of those joints are affecting these particular vertices.
02:01Now, what I can do is I can actually type in numbers, and change the weights.
02:05Well, the first thing I want to do is I want to get rid of these small weights.
02:09So, I'm just going to go ahead and select all of these and type in 0, and that
02:14just gets rid of them. Now, for one, I can scrub this.
02:17I really didn't have much of affect on it, but at least it get rids of those.
02:21Now, what I want to do here is these ones are kind of along this lower part of the skin.
02:28So, I actually want it to be more affected by these one called Lower.
02:32So what I can do is I can highlight these and just type in a number, say 0.4.
02:39When I do that, you'll see they're affected less, so they actually deform less.
02:43One thing I'd like you to notice is this Total field.
02:46Now all of the weights have to add up to one.
02:50So, if I type in a number here, say 0.15, it's going to redistribute all the
02:56rest of the weights over the remaining bones.
02:59So, if I type all these in as 0.15, whatever is left is going to be distributed
03:04amongst the other bones.
03:06So, it gets frustrating at first, but you get used to it as that you're going to
03:11be typing in numbers here and then the other numbers are going to be changing.
03:15So you can't just specifically type in very specific numbers for everything, you
03:18kind of have to type in here and then type there and so on.
03:23But it all works out, and yeah, okay, so there. So that works pretty good.
03:27So let's go ahead and do this one here.
03:29That's kind of getting away-- in fact, I like this one here.
03:33It's getting totally pushed in.
03:37If you notice, these are 0.2, 0.3, and this one here is 0.6.
03:41Let's go ahead and bring that down let's say, 0.3, and you'll see it's not being
03:46affected as much so that kind of works for that.
03:52Now, this one here, a little too affected by Left Arm 01.
03:56So, I'm just going to go ahead and make that let's say 0.6.
04:01And you can see, you can actually just by typing in the numbers, you can
04:05actually see how that's affected, if you look at all these.
04:09So, you can just go through this, and you get the idea as to how this works.
04:14In fact, if you want, you can even do whole swaths of ones.
04:17Like if you wanted to, say, want to pick all of these, you could actually go
04:21through and do giant swaths of ones and just zero out things, or do whatever you want.
04:27So there's a lot of room for customization here.
04:30In fact, I can make this bone here control a vertices way over here if I wanted to. Okay?
04:36Now, there are a couple of different options in the Component Editor.
04:40Let me go through some of the basic options here.
04:42Let's go ahead and select up some components here.
04:45One of these, under these options here is you want it to update, hide zero
04:49columns. If you turn that off, what that does is it brings up all the columns for all the bones.
04:54Now sometimes, this is really handy.
04:56Let's say you zeroed out a bone, and you kind of made a mistake, and you wanted
05:00to go back and put some weight on that particular bone, then you can just unhide
05:04your Zero Columns and just go type in the number that you want.
05:07There's other options there, you want to sort it alphabetically, you want to
05:12show the path name, change your precision, and you can also remember the layout
05:19so that when you come back in, you can go right back to where you were, okay?
05:23And Layout, you can also load selected objects and columns and so on and so forth.
05:29Okay, so those are the basics of the Component Editor.
05:32Next, we're going to go through a few more tools for skinning, and then we're
05:35going to actually skin our character.
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Other skinning tools
00:00Before we get to rigging our character let me show you a few more tools that you
00:04can use to modify skins on our little simple rig.
00:08So that way, you can get a clear understanding of how the tools work.
00:12So, let's go ahead and open a file. We're going to open Chapter05_04.
00:18And again, it's that same T-shape structure.
00:21So, I'm going to select the skin and let me go ahead and scrub it, and what I
00:25did was I cleaned up using the Component Editor, and some paint weights, kind of
00:29cleaned up this one side.
00:31Now let me show you some of these tools, the first one under Skin > Edit Smooth Skin.
00:37The one I want to show you is Prune Small Weights.
00:39Now, what that does is basically it takes away any weight that's below this specific value.
00:46So, that's really great for getting rid of just kind of really minor influences.
00:51So it's a really good tool to use.
00:53As soon as you skin the character just prune all of the small weight and then go
00:57ahead and start working with it.
00:58Another one that you can use is Mirror Skin Weights.
01:03So, let's take a look at how that works.
01:05First, I'm going to scrub this, and we'll see that we have actually only modified
01:09the weights on one side.
01:10So, what we can do is mirror those to the other side.
01:14So let's go Skin > Edit Smooth Skin > Mirror Skin Weights, so I'm going to bring
01:21up this dialog box here.
01:22So, around what axes are we going to mirror this?
01:26Well, the easiest thing to do is just look right here, see where that arrow is.
01:30We'll see it's actually going along the Y, Z axis, so Y, Z, so we want to mirror
01:37it across Y, Z, positive to negative.
01:40Well, this is actually X positive to negative, so positive X to minus X. And
01:45let's just leave it at the default which is closest point on surface.
01:49So basically, whatever point is closest, for example, I'm going from this point
01:53to this point, whichever one is closest, and this is a very symmetrical object,
01:58so I don't think that's going to be a problem. Influence Association, again, the closest joint.
02:02So basically, we're trying to mirror this exactly, and this rig is built that
02:06way, so it should be okay.
02:08Most characters is going to be built this way, so let's go ahead and hit
02:12Mirror, and now let's mirror the weight.
02:13So, let's go ahead and select one of these bones here.
02:16And we can see that it's deforming properly. Okay, so that's how Mirror Skin Weights work.
02:22And typically, what we do when we create a character is we skin one side of it,
02:25and then we just mirror it over to the other side.
02:27Okay, some other Edit Smooth Skin Tools would be, we can also export and import Weight Maps.
02:35You can save Weight Maps if you like them, and if you want to save it and maybe
02:38try again or whatever you want to use, you can use it that way.
02:42We can also copy skin weights, and we can also reset all the weights to the default.
02:47So, if you're working on a character, and it's just not going the way you wanted
02:51to, you can just reset and start from scratch.
02:53So, that's basically some of these extra tools here.
02:55So, let's go ahead and in the next section, we'll actually start skinning our character.
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Skinning a character pt. 1: Legs
00:00Now that we understand the basic skinning tools, let's go ahead and put them to
00:04use and skin our character to the skeleton. So let's go ahead and open them up.
00:08File/Open/scenes/Chap05_05.mb, and this is our character here.
00:15And basically we have three layers here, we have the CONTROLS, we have the
00:20SKELETON, and we have the CHARACTER.
00:21So there's the SKELETON, there's CONTROLS, and there's our CHARACTER.
00:26So let's go ahead and turn off the CONTROLS right now because we're going to
00:30skin the character, and what do we need to skin the character?
00:33We need the SKELETON, and we need the Geometry.
00:35So let's go ahead and turn on Wireframe so we can see inside of him, and let's
00:40select our SKELETON.
00:41How we do that is we select--we can select up here, but that only selects the
00:45arm or shoulder or whatever.
00:47If we select here at the hip, we'll select everything, because that's the
00:51root of our skeleton.
00:52So we select that, and then we Shift select our character, actually the body,
00:57because we're going to skin the head separately when we go to do head
01:01skinning and all that sort of stuff, so we'll rig that face, we'll skin his head separately.
01:05So now that we have the SKELETON and the Mesh selected, so we go Skin >
01:11Bind Skin > Smooth Bind.
01:14Now, I'm going to open up the Options here, and let's go ahead and make sure
01:18that we're all set the same way.
01:20So Bind to Joint Hierarchy, Closest in Hierarchy, Maximum influences.
01:25Now, this will probably default to 5, but I going to try and bump it down one
01:29notch to 4, because I find it that actually works a little bit better, you
01:33have less stray vertices when you have 4, if you go much lower than 4, it's
01:37probably not going to work, but somewhere between 3 and 4 is actually a good number.
01:41Maintain Max influences, all these, let's just leave those at default, Bind Skin.
01:45So now that we have the skin bound, we can start to tweak the skin.
01:51So let's go ahead and see what we have first of all.
01:54So I'm going to go ahead and turn on Smooth Shade.
01:56I'm going to go ahead and turn on the CONTROLS because that's what we need to
01:58use to manipulate the character.
02:00And I do want to animate the character in motion, so it makes it easier to
02:03tweak the skinning.
02:05So I'm going to go ahead and select this Heel Control, actually called L_FOOT
02:09and hit W for Move, and let's just go ahead and move him and see what it looks like.
02:16Well, that's not too bad, actually the skinning is not too bad, but you can see
02:20right here that it's really pulling on this at here.
02:22So I'm going to undo that, and let's go ahead and set some keys now.
02:26So I'm going to go ahead and hit S for Set Key--in fact, if you go Animate > Set
02:29Key, you'll see the hot key is S. So I'm just going to hit the S key, and that
02:33sets the key right here.
02:35Now, I'm going to go ahead and make sure I toggle this little button on, and
02:39that'll go ahead automatically set a key.
02:41So I'm going to go ahead and move my Time slider out to say, 10, and I'm going
02:45to go ahead and move that foot up.
02:49So that way we can see how it affects the hip and then one of the things we can
02:54also do, we can select this foot here or actually the toe, I'm going to go ahead
03:00and set a keyframe for the toe, and then I'm going to animate it.
03:06And animate a little bit of a bend on it so that way we can see how it's
03:10bending, how the toe is bending.
03:11Actually, it's typically going to bend up like that, so we can kind to see that.
03:19And then what I'm going to do is going to go ahead and move the Time slider out a little bit.
03:24And in fact, I'm going to take that toe, and then I'm just going to rotate it
03:32back the other way, and then I'm going to take the Foot Control here, and I'm
03:36going to move it out.
03:37Okay, so that way I can see what the leg looks like when he puts his leg out.
03:42Okay, what I did here--so I want to make sure I center that on frame 10 and then
03:48at frame 20, it moves out. So he's going to move his foot up and then out.
03:51When he moves his foot out, look what happens to the knee.
03:55So what I need to do is set some keys for this Knee Control here.
03:58So hit S to set the key at 1, S to set it at 10 and then let's go ahead and
04:06move it out to 20, so you see this is what I have done, getting kind of a nice motion here.
04:14Okay, so now we have got that setup, let's go ahead and look at what's going on
04:18with the skin and see where we need to tweak it and what we need to fix.
04:21One of the first things I notice is if we go down here to the feet, notice
04:26how this foot is affecting these vertices, and this foot here is affecting these vertices.
04:34So when it's skinned, they were kind of close together, you can see it right
04:38here and so they kind of got some overlap in their influences, and this is a
04:42real typical problem, and you'll see this a lot.
04:44And then also another problem that you very typically have is that you see the
04:49thigh, as the thigh starts to bend, it actually is affecting that waist, this
04:53little area here in the waist just a little bit too much.
04:57So let's do some real quick clean up, so I'm going to go to Skin > Edit Smooth
05:02Skin > Prune Small Weights just hit that.
05:05So now I have got all the little tiny weights gone, but we still have some
05:12influences here from the foot, and we can get rid of that just by painting some weights here.
05:17So let's go ahead and go up to the foot, and we're going to Skin > Edit Smooth
05:23Skin > Paint Skin Weights.
05:25So I'm going to go ahead and select this Options Box here, and that brings up
05:29our Artisan Interface, and let's go ahead and start working on the foot.
05:33Now, remember what we're going to do here is we're going to do just one side of the character.
05:39So I'm going to work here on the left side.
05:42Now, if you want to work on the right, that's fine.
05:44I typically go left side, and then I mirror over to the right.
05:48So I want to make sure that just the left side is deforming properly.
05:51So these vertices down here, I'm really not going to be too concerned with
05:55those, because when I mirror these one's over, it's going to fix it.
05:59So what I want to do is instead of getting rid of this one coming up, I want to
06:03get rid of this one coming down.
06:05So how I can do that is just by finding the bone I want this attached to.
06:10And in this case, I think there's a left heel bone here and what I can do is I
06:15can actually just paint the back part of this foot with this left heel bone.
06:19So what I want to do is make it a value of 1.
06:23So, all the ones that I paint are going to be just of this value of 1 here.
06:27So if I paint the left heel bone will now affect just the back part of this foot
06:33with the value of 1.
06:34Notice how these vertices just kind of pop right into place, and that's kind of nice.
06:40And you do want the heel of the shoe to be fairly rigid here.
06:43So let's go ahead and just paint those, and you can see how I'm doing that, it's
06:47pretty standard process. Now, let's go ahead and work with the toe.
06:52So we have got our toe bone here, and I really want my toe to affect--and we
06:56have also the ball of the foot. Okay, so we have toe, which is a very tip one.
07:01We have the ankle, and then we have the ball.
07:04Okay, so let's go ahead and make this ball of the foot affect these 100%, so the
07:09tip of that foot is going to be pretty solid.
07:12Okay, so now we have got--we had some vertices here that we're going stray, okay.
07:20So now we can see that this foot here is bending a lot more, a lot more smoothly.
07:27Now, if we want we can go and continue to touch it up.
07:29I'll leave that to you, you can kind of see how we're doing this.
07:33So let's go ahead and move up the body here. Let's see how the knees are working.
07:37Quite honestly, I think those knees are fine, looks like it's bending just fine.
07:43So we don't have to worry so much about the knees, we kind of lucked out there.
07:47This hip is you can see how it's kind of just appearing like a big dent there,
07:52and that's because this thigh bone here, you can see, as the thigh bone moves,
07:55it's affecting all of this, and so we really don't want that to be affected.
08:02Now, there are two ways to do it. One is by painting it.
08:05In fact, if we wanted to, we could paint away the thigh bone.
08:08So if we take the left thigh, you can see how the influence kind of overlaps way
08:14into this area here.
08:15If I move my Time slider back we can just kind of see how this left thigh bone
08:21is kind of going way up--a little bit way too far into this hip area.
08:26So what we can do is we can dial the value down right here to 0 and just paint
08:31out--basically, we just paint all of this black.
08:35Okay, so, and then we can go through and paint all of it.
08:41Now the one problem is with painting, sometimes you don't get everything,
08:44sometimes it's just easier just to go to in the Component Editor, in fact, I'm
08:49going to do that right now.
08:50I'm going to go ahead and get rid of this window here, I'm going to go into
08:54select mode and select by Component Type.
08:59Now, what I want to do is really from the belt up, I don't want that thigh
09:03to affect anything.
09:05So all of those vertices and the belt, I really don't want them to be
09:09affected by this thigh bone.
09:12So I'm going to go ahead and use the Lasso tool, and I'm going to select all of
09:18the vertices above a certain point.
09:21So let's just say one, two, three, actually more like five rows, five Edge Loops.
09:27So I'm just selecting all of those.
09:28I'm going to go into Window > General Editors > Component Editor.
09:32Go over, find Smooth Skins, there we go.
09:36So all of these ones I have selected, I do not want them affected by the thigh.
09:42So if I scroll down, most of them aren't, but every once in a while you'll
09:47see, ones that are.
09:48So the easiest thing to do is just select this, scroll all the way down just go
09:54all the way down and select that whole column, that's the left thigh and just
09:59hit 0 in the bottom value.
10:02Once you do that, it goes away, and now none of those vertices are affected.
10:09Okay, well, that's a good start, but we still have some problems.
10:13One of the things is that some of these ones like this one here, this one right
10:18here isn't really deforming properly.
10:25We're kind of getting like this little divot here, getting this little bit of a notch here.
10:29So we really don't want that, we want those to not be so affected by the thigh.
10:33If you notice this Edge Loop here, and this one, this one, and maybe--so
10:39one, two, three, these three are really a little too much affected by that thigh bone.
10:48So what we can do is just select them one by one.
10:51So we're going to pull up the Component Editor, try and scale it down just a
10:55little bit and move this over.
10:57Now you'll probably have more window space than I do, but again, I want this
11:01one, and this one, and this one. So let's do them one at a time.
11:04I want to take this one, see how much the thigh is affecting it.
11:08It's affecting it 0.472.
11:09That's almost halfway, it's really a little too much.
11:11I don't want it affected that much.
11:13So let's go ahead and bring it down to say 0.3, see how that affects it.
11:19So that actually looks a little bit better, but it looks like this one above
11:22it, if you look at this from the side, you'll see that these ones are getting really stretched.
11:27So I'm going to take this one here, and it's still affected by 0.422.
11:31So I'm going to make that affect at 0.2 and the same with this one here, that one.
11:37So I'm going to make that one say, 0.2 as well. So you notice now we have got a lot smoother.
11:46This looks more like a curve, and that's kind of what you want, you don't want
11:50them to go astray, or go way out of the way.
11:52So now, that's a little bit better, but we still have a little bit of a divot there.
11:57So we can still--we'll just start working with these, so I'm going to make that
12:01instead of 0.3, I'll make it 0.2, and that affects that one down there.
12:06Let's see how that one--we'll make that 0.2, let's make it 0.25.
12:16And again, what I'm doing here is I'm just going through all of these one at a
12:21time and typing numbers and trying to get these to balance out.
12:27We just find numbers that can kind of work.
12:29And if you want to, you can still continue to paint, if that's how you prefer to
12:33do it, but there is a point we have to go down and start typing in numbers.
12:37So I'm going to leave at this point, I think this is a good point for us to kind
12:45of stop, you see the tools, you see how the tools work and the rest is really
12:50just, it?s tweaking, it's just the tedious part, and we don't need to spend a
12:55lot of video time on that.
12:56So I'm going to stop here, and I'm going to go ahead and continue to work on
13:01this lower part of the body and get it to the point where I like it, and I suggest you
13:05do the same and practice with the tools, and see how well you can do.
13:09So let's go ahead and go off our separate ways and tweak our character, and then
13:14we'll come back and work on the upper body.
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Skinning a character pt. 2: Arms and torso
00:00Okay, I took some time out, did some more work on the lower body.
00:04So let's take a look at that, Open, 05_06 is the name of the file.
00:12So let's take a look at what we have here. So I pretty much have this left leg working.
00:19Now, if you notice here I still have a little bit of problems on that right leg,
00:24but that will go away when we mirror the vertices.
00:28So first thing I want to do is let's go ahead and delete these keyframes I created.
00:33So I'm going to go ahead and select this foot and Shift-select on the timeline
00:37just hold down Shift key and drag, so it's all red and then just go
00:41right-click > Delete, that'll delete those keys.
00:44But we still have the knee and the toe, so I'm going to go ahead and select the
00:49toe, highlight all the keys, Delete, and then select that Knee Controller,
00:57Shift+left-click-drag, highlight all those keys, and Delete.
01:02So basically I just got rid of those keys I used for testing.
01:05Okay, so the next part of the character is the upper body.
01:10I'm going to focus here--there's actually a lot that you need to do, and we
01:13don't have enough time to do all of it.
01:16So I'm going to give you a few pointers here, go ahead and work on it again by yourselves.
01:20So, the one area that I really want to focus on is the shoulder, because that is
01:25probably the most flexible joint of the body.
01:29And in fact, I have got this IK Handle here, so we can just select that, up, it can move down.
01:34The shoulder can move forward, back, I mean there's a lot of ways that shoulder
01:40can move, let me go ahead and undo that.
01:43And actually, I want to go ahead and have a little bit more precise control over
01:48that shoulder joint. So I'm going to turn off IK for now.
01:51So I'm going to Select this box here, go to the IK_FK and just set that to 0.
01:56So now I can select this shoulder control here and just rotate it.
02:02So again just like with everything else, I'm going to go ahead and set some keys.
02:07I am going to go ahead and set some keys.
02:09I am going to go and set a key here, set a key here.
02:13So let's go ahead and move Time slider forward, set a key there.
02:17And then let's go ahead and set a key with the arm forward like that. Okay?
02:29So now we have got--okay there we go.
02:39So I want arm by the side and arm forward, those are probably the two
02:42most important poses. So let's take a look at arm by the side.
02:48And with this, it's just a few vertices so I'm not going to even go into
02:53painting, I'm just going to go ahead and go straight to the Component Editor,
02:56because you can see right now it's this vertex here is kind of messed up, and
03:02this one under here is a little messed up. So let's just go ahead and tweak those.
03:08So I'm going to go in the Component mode right there and--oops, but I have the
03:13wrong thing selected.
03:14I need to select my body, so I'll select my body and make sure I'm in Component
03:19mode, and then I'm going to select the offending vertex, this one here, and I am
03:23going to go Window > General Editors > Component Editor.
03:28Okay, so that's the vertex that I really want to nail down.
03:33So it knows how that's gone way deep into the body, because that's highly
03:37affected by this bone here. What's that bone? That's the bicep, close to the left bicep bone.
03:42So I want to go ahead and basically make that a lot less influenced by that.
03:46So I am going to go SKEL_LBICEP, and let's just make it say 0.1, see how that works.
03:51Oh, actually, we can probably make it a little bit more, so let's make it
03:560.2, yeah, there we go. Okay, that's good.
03:58Now, this one here, I want this one to be affected by the Bicep2 just a little bit.
04:06When this one comes in, I want this one to come in as well, but this one is
04:11being affected by all these other Spine Joints.
04:14So when I set it to have four influences, it turned out that all four influences
04:18are actually coming from the spine.
04:20So I want to get just a little bit of bicep motion there.
04:23So, what I can do here is in the Component Editor, go Options, Unhide Zero Columns.
04:28So just make sure that's unchecked and then scroll over until we go to
04:33SKEL_LBICEP and make that 0.1. So now when that comes down, it's not too bad.
04:42So we have a little bit of flexibility there just right there on the armpit.
04:49Okay, and we still have some more problems here, you can see there's kind of
04:55like another big divot there and so that's from that vertex there.
05:00So that's that same one, that was the one that we had a problem with and
05:04then this one again.
05:05So let's bring up our Component Editor and SKEL_LBicep, let's go ahead and bring
05:08that influences down from 0.4 to say, 0.25, maybe.
05:14Not quite enough, because what it's doing is getting folded under there, so
05:17let's make it--we can just bring it up a little bit, 0.3 maybe.
05:21Yeah there we go, 0.3, there we go, that looks good.
05:28Okay, so let's take a look at that. Okay, that looks pretty good.
05:32Now, we have got few more problems here.
05:34We got this one here, we can again bring the influence of the bicep down, say
05:380.3, and that looks pretty good.
05:44Okay, you can see how we're doing this, and it's pretty much the same for the
05:48rest of this character here.
05:49So if we want, we can look it here when the--we can get rid of that head there.
05:54So, you can see when it's from the top, again, we get kind of that hook shape,
06:00and that's because it's affecting these vertices.
06:03This one, and that one, you can see how they move and they're just a little bit
06:09too influenced by that.
06:11So what we can do is we can select that vertex, and again, we dial down the
06:16influence of the L_BICEP.
06:18So let's say I'll make it 0.1 or 0.12, and for this one, let's make it 0.2, or
06:26maybe even 0.25, there we go. There, now that's much better.
06:34So again, we're just reducing influences.
06:37Now another thing I noticed here is that it's affecting the collar.
06:42So what we can do again is just Lasso Select all the vertices around that
06:47collar, go to our Component Editor, find the Bicep Column here.
06:55In fact, I'm going to go ahead and Hide Zero Columns again.
07:00Okay, and we're going to select that Bicep Column and make it 0.
07:12Okay, so now when that shoulder moves, it doesn't affect the collar.
07:18Okay, right now I'm just going to hit Delete, get out of Component mode here.
07:23Select that shoulder and delete those keys. And now I'm going to select this Elbow.
07:32Okay, let's go ahead and set a key, hit the S key, move forward, and let's
07:37rotate that elbow forward.
07:38And you'll see here, we're getting a little bit of a problem here as well.
07:42This is another very typical problem, so you can see as that elbow bends, it's
07:47not quite doing what we wanted to do.
07:50So again, let's go in to Component mode, select the Mesh, and let's just start
07:57working with these Edged Loops here.
07:58So I'm going to start at the top here and just going to select--you got to be
08:02careful when you do this, because if I'm facing this way, and I select like
08:06this, see it's going to nab all of these vertices here.
08:08So what I want to do is kind of position this so that this arm is kind of in the
08:13clear, so there's nothing behind it.
08:15So, I'll turn on Wireframe, and you'll see that when I select these, it will be in the clear.
08:20Okay, so I'm going to select this Edge Loop, and then I'm going to go in to my
08:25Component Editor, and you'll see this is affected by three bones.
08:30It's affect by the bicep up here, this is the bicep, the elbow here and then
08:37remember, we put in this forearm joint which is right here, kind of halfway
08:41between the elbow and the wrist so we can twist that arm?
08:44Well, that's not going to affect this at all so that's one column that we can 0
08:48out, so let's go ahead and 0 out that column, and see how that goes.
08:56Okay, and then I want to give more weight to that bicep.
08:59So let's make it say 0.7 or 0.75. So now--or maybe even 0.75.
09:16Okay, so that makes that better.
09:17Now this middle row, we want those to be affected equally.
09:20So actually I am going to take away everything from that forearm and then just
09:24make all of these 0.5.
09:26So it's 50/50, and that looks good, and now the same for this one here.
09:31I'm going to go ahead and get rid of the forearm, and then I'm going to make the
09:37elbow joint here 0.75.
09:42So basically, we're mirroring what we're doing on the other side.
09:45See, now we kind of got rid of that hook that we had before.
09:48Now we have got a nice even deformation right there.
09:52There's a lot of work to do on the upper body as well, so you also want to go
09:56ahead and make sure that these Spine Joints work and all of that.
10:00So go ahead and continue to tweak it, and I'll do the same, and then we'll hook
10:05up for some more little detail work in the next chapter.
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Finalizing the skin
00:00Okay, so I went ahead and did the rest of the upper body.
00:04So let me show you what I did.
00:07I am going to open up Chap05_07, and you'll see I have got--actually I did
00:14the left side of the upper body. So the arms pretty much work.
00:23I have got the wrist, wrist works, it twists and all that.
00:30And then also I went ahead and did the fingers, so you can see the index fingers
00:36and all the other fingers move, so that works just fine.
00:39Now how I did the fingers is just a lot of detail work.
00:43So what you need to do is really just get in there, and what I did was I used
00:47these custom parameters, these custom attributes that we set up, and I just
00:52used it to bend the fingers one at a time to make sure that nothing is
00:57overlapping, and that all the bones are affecting the proper vertices, so it
01:01really is just a lot of detail work.
01:04Okay, so now that I have got this one side done, I can go ahead and mirror it
01:09over to the other side.
01:11So if you actually want to take a look at some what we have got here like, for
01:15example, if I went through some of these fingers here.
01:18You can see that my index finger is kind of not working really well.
01:24You see I have got like stuck vertices there, and I think this finger here had a lot of problems.
01:30Yeah, you can see that that one has a lot of problem.
01:33So we'll go ahead and fix those by mirroring them.
01:36Okay, so I'm going to undo all that.
01:38Okay, let's go ahead and select our Mesh, and now we just need to do Skin >
01:43Smooth Skin > Mirror Skin Weights.
01:45So I'm going to select the Control Box there, and so we can see our dialog box.
01:53And again, it's just the same as we did before.
01:55We're going to mirror over X, over Y-Z, you can see right here, Y-Z, from positive--
02:02which is why I did with the left side first because the left is on the positive
02:07side--to negative, otherwise, you would have to click that off.
02:10Just leave the defaults Mirror, and there it goes.
02:15So what that did was that went ahead and mirrored all the stuff on the side over
02:20that side, so let's see how it works, grab some of these control points here.
02:23Let's grab the foot here, see how that works, that works pretty good.
02:29Let's see it on the other side.
02:30Yep, it looks good and then let's see what the arm looks like.
02:38Oops, I have got IK turned on on that hand.
02:41Let's take a look at these fingers that'll be a good indication as whether it
02:45mirrored, that ring finger was kind of funky, and now it's not, well good.
02:49Okay, so I'm going to trust that everything is mirrored.
02:52Now, I have got one more little issue here, and that's this bowtie.
02:57Actually, we still have to do the head but notice how the bowtie is not moving
03:01with the rest of the character.
03:04So what we need to do is just take that bowtie and either link it hierarchically
03:10to this little bone here or probably the easiest thing to do would be to take
03:15the bone, select the bone, and then select the tie, so actually I'm going to
03:20select mode here, select that, select the tie last. And we'll just constrain it
03:24just like we did constraints with all these controls.
03:27So what we're going to do is actually constrain this geometry to move with that bone.
03:31So let's just go Constrain--and we're going to have to do two constraints--we're
03:35going to have to do a Point Constraint, which actually constrains it to there.
03:39Now, when I did Point Constraint, I want to make sure that I have
03:43Maintain offset on, okay.
03:45Because when you do that then otherwise it'll snap to that bone.
03:49Okay, so now if I move that you see it actually maintains its position relative
03:56to that, but it's not rotating.
03:58We can make that rotate easily by selecting again, the bone, then select the
04:05bone, and then the bowtie, and then we just do Constrain. What do we do?
04:12We do an Orient Constraint, right?
04:14And again, let's go ahead and keep Maintain offset, that's important.
04:18And now, when I select this control and rotate it, that bowtie goes with it. Perfect.
04:25Now, the bowtie seems like it's a little far forward, so what I can do is I can
04:30certainly just move it back. So that attaches that.
04:33But actually I'm going to go ahead and undo that because I want that be
04:38straight, and I'll go ahead and move this bowtie back in the neutral position.
04:43Okay, so that's basically the body, and that's how to skin a body.
04:48Now, I'm sure if you actually did to go through all the detail work, you realize
04:53it's not a trivial task, but it's not a difficult task, it's just a lot of
04:58details and just a lot of tests.
05:00So I think that's the most important thing is to test your character as you work
05:04through the skinning to make sure that everything works, and you don't have
05:07anything that breaks.
05:08So I'm going to go ahead and save this out, and then we're going to go into
05:12facial rigging, and that's where we'll go ahead and skin the head but we need to
05:17skin the head with things called Morph Targets and all that.
05:20So I kind of wanted to leave that separate and out of this particular set of lessons.
05:24So let's go ahead and move on to the head in the next chapter, Facial Rigging.
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6. Facial Rigging
Creating a skeleton for the head
00:00Now, we're going to rig the head and the face, and this is going to happen in several steps.
00:04First thing we're going to do is create a small skeleton for the head and face
00:08and jaw so that we can move the head and the jaw.
00:11Then we're going to skin the head geometry to that skeleton.
00:16And in this particular character we do have a separate head.
00:19Now, all these techniques do work for single skin characters as well.
00:23I just kind of separate it out because it makes a little bit easier conceptually
00:27just to focus on the head.
00:29And then after we skin the head we're going to add some Blend shapes to give
00:33facial animation, and then we're going to add some controls to make it easy to animate.
00:37So with that in mind let's go ahead and start building our skeleton.
00:42So first thing we need to do is set our project. We're working now in Chapter 06/06_Facial, OK.
00:49And let's go ahead and open the scene.
00:53Now, for in 06_Facial, the scenes are going to be in the scenes directory.
01:00Let's go 06_01 and here's our character. What we need to do is create a skeleton.
01:07Let's take a look at what we have right now.
01:09I'm going to do shading, I'm going to put in wireframe.
01:12The skeleton we create kind of stops right there at the neck.
01:16So we need to create something for the head and then for the jaw.
01:20It's not really that difficult of a task, and we could have actually done it
01:24when we drew the original skeleton, but I just kind of left that off.
01:28So let's do this head skeleton here.
01:31So we want to attach the skeleton to here, and then we want to create one set of
01:35bones for the upper part of the head, which actually doesn't move if you really
01:38think about how a head is constructed, this whole part of the head is pretty
01:43much the skull, it's one bone.
01:46It only moves as a big mask and then the other bone in the face is the jaw,
01:52which is down here, and that allows you to open and close the mouth and move
01:56the jaw side to side.
01:58So we need to create bones, or joints, for all of that.
02:01So we're going to go into our Animation Shelf or if you want you can just do
02:05Skeleton Joint tool.
02:07I'm going to select my Joint tool here, and then I'm just going to click over
02:12this top joint here, and that starts to extend that chain, and then we're just
02:17going to bring it up right around the ear, somewhere around there.
02:22It's not that important where this is placed.
02:24It gives me a little warning which I don't need to worry about, and then I'm
02:28going to draw a second bone that goes all the way out to the tip of the nose.
02:33And then I'm going to hit Enter, and now I'm going to draw a second chain.
02:37So we're going to go Joint tool, and I'm going to start here, click and then click.
02:42Where is the jaw hinged?
02:45If you really just think about it, where does the jaw hinge?
02:48And that's where we need to put this joint.
02:51And then we need to go one more joint all the way out kind of just right under
02:56the lip there and then hit Enter.
02:58If I want to, I can select this one here, and you can see that this is going
03:04to be my jaw, okay? That's the one that's going to move.
03:07First thing I want to do is I want to start naming these.
03:10So I'm just going to go up through the heart, so I'm going to select that one
03:14instead of joint1 I'm going to call it head, or actually, Skel is my naming scheme, so Skel_Head.
03:19I'm going to copy the word Skel so I don't have to retype it.
03:24And this one here would be Skel_Face.
03:31This one here is Skel_Jaw, okay, and this one here is Skeleton, we can just
03:43call it Jaw1, okay?
03:44So now I have head and jaw, those are the two ones that we really need to worry about it.
03:51Okay, so, now I have got my skeleton built, one of the things I want to do is the
03:56teeth in this character is separate geometry.
03:59So one thing I can do is attach those to these joints so that way they'll move
04:06when the jaw moves, and when the head moves.
04:08Now, the easiest way to do is just go in the outline and just drag the
04:12geometry to the skeleton.
04:13But in this character we're keeping our skeleton separate from the geometry just
04:17for ease of management.
04:18So what I need to do is, again, do some constraints to constrain this piece of
04:24geometry, the gum, and the teeth.
04:27So the gum and the teeth to the upper, to the head, and to that jaw1.
04:33Now, what I'm going to do is I'm actually going to do this a little bit differently.
04:38What I'm going to do is I am actually going to create a locator and constrain
04:42that and then make this geometry the child of that locator.
04:44So how do we create a locator? We just do Create > Locator.
04:48Now when we create a locator, it always comes in at the origin.
04:52So if I zoom out here, and I hit my Move tool, you can see it's right here.
04:58So that's my locator, and it's basically just a non-rendering object that I can
05:03use as kind of like a helper object.
05:06So what I want to do is I want to actually create two of these.
05:09One for the upper jaw and one for the lower jaw.
05:12So I'm going to go ahead and actually I'm going to name this, I'm just going
05:16to name it Loc_Jaw, and then I'm going to duplicate it, I can just hit Ctrl+D
05:21or Edit > Duplicate and instead of Locator Jaw I'm going to Locator, let's call it Head.
05:30So now we need to snap these so that they are centered on the joints.
05:33So I'm just going to turn on Snap and then just snap that one there, and that one there.
05:40Okay, turnoff Snap, zoom in.
05:45In fact, because I'm working with just a skeleton so I can probably just hide my geometries.
05:49So I'm just going to turnoff this layer, so we can see this a little bit better.
05:55So what I want to do is I want to constrain this so that it moves and rotates
05:59with each of these joints.
06:01So I'm going to select the joint first, that jaw joint, Shift-select the
06:04Locator, Constrain > Point, make sure you have Maintain offset, Add, Constrain >
06:11Orient, and again, Maintain offset should be on, and it is.
06:16And we'll do that with this one too. Constrain > Point, Constrain > Orient.
06:21Okay, so now when this rotates the Locator rotates with it.
06:26So now I have something to attach the jaw geometry to, or actually the teeth geometry.
06:33So I'm going to turn on my geometry, and now I'm going to go into my Outliner
06:37because what I want to do is create a hierarchy, okay?
06:41So I go into my Outliner, and you see I have these two locators that I have
06:45created, they're outside of all of that geometry.
06:48So now that I have them all in the Geometry Node, I can go ahead and take the
06:55lower teeth, Ctrl-select the lower, middle-click and drag so that they are under the Jaw.
07:03Select the upper ones, middle-click and drag so that they are under the Head.
07:07So now when I select my jaw and rotate it, the teeth move with it.
07:11Okay, so now the next step is to get the skin to move with it, okay?
07:16So now I have got the teeth moving, but I need to have the whole face moving, and
07:21that's where skinning comes in, and we're going to do that in the next section.
07:25So let's go ahead--I'm going to save this out, and then we're going to move on to skinning the head.
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Skinning the head
00:04Open the scene 06_02, and that's our character. So how do we skin something?
00:11It's real simple, you select the Skeleton, you select the Mesh, Bind Skin.
00:16So let's go into our Side view.
00:18Select the Skeleton, Shift-select the head, do Skin > Bind Skin > Smooth Bind.
00:25Well, that didn't work, we have an error. Skin on bicep was bound at a different pose.
00:32Okay, now what that means is that our skeleton is in a different position than
00:37when we bound it to the body, okay?
00:40So this whole skeleton is actually going to be used to bind two skins.
00:44It's used to bind the body and the head. So for some reason the skeleton got moved.
00:49Now the way to put that back is by using Go to Bind Pose.
00:53Now when we do that--well, we have got another error.
00:57See Diagnostics and Script Editor.
00:59Well, let's take a look at the Script Editor and see what it says.
01:02It says blah, blah, blah, blah IK, IK, IK, oh okay, IK.
01:07Well--oh you know what?
01:10Yes, that's the problem because what I have is this particular control, I turned off IK.
01:19So once I turned it back on, it's back to exactly the way it was when I skinned
01:25it, so now I can click on the Skeleton, Skin > Bind Pose, that works.
01:31Okay, so now I have the skeleton selected just hold-down the Shift key, select
01:35the Head, Skin > Bind Skin > Smooth Bind, and there you go.
01:41Okay, so let's go ahead and start tweaking this.
01:45Now, we have the head here, we can move it a little bit, but the real thing that
01:52we want to work on is the jaw. So I'm going to go ahead and set some keys here.
01:57S key for Set, open that jaw, and hit Set again. Now if you notice it's not working all that.
02:05No, actually, I'm going to move my Time slider forward then open the jaw.
02:12If you notice that jaw is affecting the top of the head and so we have got a lot
02:17of stuff that we need to tweak here. Let's go ahead and do that in the next lesson.
02:22So let's go ahead and leave this at this point, I'm going to go ahead and go
02:26File > Save, and we'll save that out, and then we'll pick this up, go through
02:29the detail of tweaking the Smooth Skin.
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Fine-tuning the skin
00:00Now that we have bound the skin we need to edit it, and that's going to take a
00:05little bit of time, so let's just go through and start working on it.
00:08So I'm going to go and open up Chapter 06_03, which is my head.
00:15And that has the keyframes on it, okay.
00:16So first thing I want to do is just to kind of get some of the basic stuff
00:22blocked in, and I'm going to use Component Editor for that.
00:24Now the top of the head--if you look at the head from the side here--the top of
00:27the head is really, it's really, all the skull, really.
00:30I mean, we have a spine that comes into the skull right about here, and then you
00:36have a big mass, which is the skull which kind of just comes through here.
00:39And then the jaw and the neck are really the only parts of the head that
00:43actually flex due to skeletal deformation.
00:45Obviously, the face is going to move, but we're going to use a different
00:47animation method for that.
00:49So for the skeletal deformation all we have to do is kind of tie all the top of
00:54the head to one bone and then work with the jaw and the neck.
00:58So let's, first of all, go into Component Editor.
01:02And I'm just going to select the whole top of the head, actually I'm going
01:05to Lasso select it.
01:06I'm going to start up here and come over, from just above the lip, okay and then right about there.
01:15Okay, so I selected all of these.
01:17And now let's go into Window > General Editors > Component Editor, okay.
01:22And scroll over here, find Smooth Skins, there we go, okay.
01:26Now, what I have here is I have a High Zero Columns on, so let's turn that on.
01:33And so we have to decide which bone is actually going to rotate this mass of the
01:38head, and I think the head, there's actually one called Skel_Head.
01:41So let's go ahead and take that, and I'm just going to go scroll down, it's
01:45going to take a little while to scroll all the way down at the very, very
01:49bottom, and then I'm going to put 1 into that, okay.
01:54So now when that jaw opens, it doesn't affect any of that upper part of the head.
01:59That part of head is pretty much rigid, because it's bound just to the skull, okay.
02:04So now we have to start working on the lower part of the face.
02:08So let's start working on the jaw.
02:10So I'm going to start off with a little bit of Paint Weights.
02:14So I'm going to go Skin > Smooth Skin > Paint Skin Weights, okay.
02:19In fact, I'm going to go into camera view here. And what I want is I want,
02:24actually, this jaw bone, here, to affect pretty much everything along the chin, okay.
02:30So if you really think of what does a jaw bone affect?
02:33It affects the chin and part of the cheek.
02:36So I'm going to go ahead and move my Value up here to one, and I'm going to
02:41slice down my brush a little bit.
02:43I'm going to hit the B, B for Brush key, and scale that a little bit, and then
02:49I'm just going to start painting, okay.
02:50Actually I'm still in Component mode so I need to get out of Component mode
02:54before I can paint, so there we go.
02:57And to start painting--and I just want to get some of those vertices kind of
03:02locked in, and it's pretty much for power, okay.
03:08Now, the next step is to go in and start tweaking his upper lip, okay.
03:15I can try and do some of that with the brush, but there are a lot of overlapping
03:19vertices here, and I am probably going to have to do most of it one at a time.
03:24So let's just go that route.
03:27So I'm going to go ahead and use my Select tool, go back into Component mode,
03:31and we're going to start working on these vertices.
03:34Now if you notice, like this top lip right here, that's totally stretching, and
03:40so it's actually totally being affected by that jaw bone.
03:44So what I want is take these, that one, that one, so I'm basically just
03:50Shift-selecting all of these.
03:52In fact, I can Shift-select these two here, so all that kind of lower edge of the lip.
03:59Go into my Component Editor--I'm going to be using this a lot, and you see that
04:04the jaw--there's actually three that are affecting it: Jaw and Jaw1.
04:07Jaw1 is this little ball at the end here, that's not one that we really need
04:11to use for anything.
04:12So now it's affected mostly by the jaw, so actually I want this to be affected
04:18mostly by--actually I'm going to put in 0.9.
04:20Now typically you want to put in 0.1, but there is going to be some tweaking
04:26back and forth, so I really don't want to lose the weight on the jaw, so I want
04:30to go back into it, I still have a little bit there that I can play with.
04:35If I set jaw to 0, then I'd have to go into Options and Unhide Zero Columns and
04:39start digging through it, and that's not something I really want to do.
04:42So let's go ahead and put 0.9 into all of these ones for skeleton head, okay,
04:47and see how that works, okay. Yeah, much better.
04:50Okay, so it's opening up.
04:53But you see also there's a whole other line of vertices in here that are getting
04:57affected, so the only way we can take a look at that is through Wireframe
05:01or--actually I like X-Rays.
05:03So I'm going to turn on X-Ray, and I'm going to try and track these down.
05:07Now these are the ones I already have selected, you can see there highlighted in yellow.
05:11All we have to do is follow the lines.
05:13So we'll follow that line all the way down, and I say--okay, there it is.
05:17Okay, so those are the ones that are getting stretched by the jaw bones, so I'm
05:21going to take all of these, now there should be five of them at least.
05:25So take all of those, and now I'll go to Jaw1, I'll get rid of that, and then
05:32I'm going to go ahead and give these again.
05:34I'm going to give these 0.9 to the head bone, or the head joint, and we turn on
05:40Shading, turn-off X-Ray here, and you can see now, starting to get in there.
05:45Okay, so that's working a little bit better.
05:51Now the mouth is actually opening, but we still have some problems here.
05:54We have got this one here.
05:55Now that one is actually being overly affected by the head, and actually with
06:01this one here, the head and the face, so actually with this one--I'm going to
06:05put this one at 0.95 to the jaw-- and so that pretty much opens it up.
06:11And then all these ones around here are also getting stretched.
06:14They're not getting stretched as much, but they still are.
06:17So this one, this one, this one, that, that, that, that, they're still getting
06:24stretched, because when this one is at 0.95, it is going down a lot further.
06:29So what I'm going to do is I'm going to take those off from Jaw1, take those off
06:33from the neck, I am going to delete a bunch of them there, and I'm going to
06:37give them weight to the jaw 0.95 again, okay.
06:40And that one is one more, so I'm just typing in numbers here.
06:45So that's starting to look better. Let's take a look at that.
06:51Okay, so as I scrub my timeline here, my jaw animates, and that's starting to work.
06:57It's starting to work. It's starting to look a little bit better.
07:00Some of these here on the side here, we can affect, there.
07:10So again, what we're trying to do is get a nice even balance.
07:12The real trick here is the transition from the top lip to the lower lip.
07:17So this one here, and this one here, these sets of vertices are pretty much
07:22going to be affected 100% by the top jaw.
07:25These ones here are going to be affected by the lower jaw.
07:27It's the ones in between, so this one, this row, that row, where you really need
07:32to kind of find a good value, you need to tweak them.
07:37So I'm going to go ahead and take a look at some of this.
07:41Now look at this one here. You can see that.
07:43These are kind of an upper lip one, but it's getting really pulled down, and it
07:47is looking really kind of funky here. So I'm going to zoom in.
07:50Actually I'm going to go into--let me highlight one of these so I know where I am at.
07:55Let me go back into X-Ray, and I'll see that it's actually a group of one, two,
07:59three, we can take all of those.
08:02Again, I'm going to delete Jaw1, and then I'm going to go ahead and make them
08:07more weighted towards the head, so Skel_Head. So let's give them, say 0.6.
08:13Okay, and let's do Shading. So now that looks a lot better.
08:21Maybe even not as much as 0.6, so I can take one of those here instead and make it 0.7.
08:26Okay, so now yeah, that works a lot better.
08:29So you can kind of see how you want to maintain the integrity of this geometry
08:35and still stretch it. So it's almost like sculpting with numbers.
08:41So let's go into these ones here, we have another row of three here, one, two,
08:46three that we need to affect.
08:48Again, I'm going to take them off from that Jaw1, which is just that little divot
08:52at the bottom of the lip, and let's make these a little bit more weighted
08:56towards the jaw, rather than the head. Let's make those 0.7.
08:59Okay, maybe even a little bit more, make it 0.75.
09:03Okay, so now, much better.
09:10Now this one here, if you look here, we have got this angle here, that's not good.
09:14You want this to kind of be fairly smooth, so this one is a little too
09:18affected by the lower jaw.
09:20So I'm going to go ahead and make that go a little bit less.
09:23So I'm going to make it say, instead of 0.63, let's say make it 0.6.
09:27So now you have got a little bit more of a smooth transition there.
09:33And again, we're just going to be working through this whole thing.
09:36Now one of the things you can do--okay, so you pretty much get the hang of it.
09:40I'm just going to go ahead and continue to tweak.
09:43Now one of the things you can do is you can treat this head just like you treat the body.
09:48In other words, you can just do one side of the face and then mirror the results
09:52over to the other side so that way you don't have to re-double your work.
09:56So I'm going to go ahead and work on this a little bit more, and I want you
10:01to do that as well, then we'll pick it up and start working on some more stuff, okay?
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Creating Blend Shapes for facial animation
00:00Now I have went ahead and skinned the rest of that head, so let me show you what we have here.
00:06Chapter06_04, and if I scrub it, you can see how it works the head.
00:14So, the next step is to actually add in what we call Blend Shapes for creating the facial animation.
00:23Now, what a Blend Shape is is it really just shape animation.
00:26So what we do is we model a bunch of different shapes for the character's head,
00:30and then we apply those, and we can mix and match those.
00:35I have a simpler example here.
00:36So we can go through how to create blend shapes, and then we're going to go
00:40ahead and then apply them.
00:41So, let's go ahead and do File > Open Scene/06_04_Heads.
00:49So, this is just the head of the character, and let's go ahead, and I'll show
00:53you how to model a Blend Shape and how to apply it and then after that we'll go
00:58ahead and apply it to our main character.
01:00Now what we want to do when we model a blend shape for a character is we really
01:06want to mimic the way that the facial muscles pull the face.
01:10How Blend Shape works is you take the model, and you duplicate it.
01:15So let's go ahead and do this, Edit > Duplicate, or you can do Ctrl+D, and then
01:20you model the duplicate to equal the shape that you want, and then we reapply it
01:26back to the original character.
01:29So, for example, if I wanted to do a blink, I could take this copy, maybe
01:34even rename it blink or something like that and then model, literally just model, okay?
01:43Pull vertices around, use all of the modeling tools, and all the modeling skills
01:48that you know, and sculpt what you want.
01:53So, for example, in this case, we're doing a blink, we want to kind of move that skin down.
01:59And to make the blink, okay? So let's say that's good enough.
02:09So we go back out of Component mode.
02:11Now, what we can do is we can apply this to our neutral head.
02:16So, I select my target, or multiple targets if you have them, if you have a
02:21bunch of blinks, smiles, whatever. And then select our target, do Create
02:28Deformers > Blend Shape.
02:29Once I do that, I can go into Window > Animation Editors > Blend Shape, and
02:36you'll see now that I have that copy of my head with the blink.
02:40So now I can blink my character. Okay? Simple as that.
02:45Except it's not that simple because really what you'll need, you'll need a lot
02:49of different shapes to create your full set of Blend Shapes.
02:54Now, when you create these, what you need to do is understand what shapes you'll need.
02:59Obviously, you'll need blinks, you'll need eyebrow motion, and for the face,
03:04you'll need things like smile.
03:05So, when a character smiles, there's a muscle that kind of pins the corner of
03:10the mouth, and kind of runs up towards the ear, kind of pulls it up that way.
03:14You maybe have a sneer, you maybe have smiles, frowns, so on and so forth.
03:19And all of these, when you create these, try and understand how the
03:22muscles attach to the face.
03:25If you create your morph targets with muscle based targets, then all you have to
03:30do is just dial, it's like kind of pulling the puppet strings on the face.
03:33Now, if you start doing very specific poses, then they may work for that
03:37one pose, but they may not be able to work generically for a bunch of
03:41different poses, okay?
03:43So, to make things easy, I have a whole layer of these here called Head.
03:47So all I have to do is unhide that layer, and you can see a whole wealth of
03:52targets that I modeled for you. Okay?
03:55Now, some of these we're going to use, some of these we won't.
03:58If you look here, we have got this one here, eyes wide open.
04:01I have also named these.
04:02So, E stands for Eyes, Wide, E Eyes, Squint Left, Squint Right, Blink Up-Left to
04:09blink left and right.
04:11We also have ones for Disgust, we have Frowns, Smiles left and right.
04:18Now one of the things I tend to do is I tend to break out things like smiles
04:23into left and right components so that way you can get a symmetry in your
04:27character's face when you animate him or her or it.
04:32Now, there's a couple here that I have modeled that actually have open mouth poses.
04:36Now, those we probably won't be using because we're actually going to be using a jaw bone.
04:41So some of these ones where the mouth is open, the jaw will actually do that
04:45particular part of the animation.
04:47Let me show you very quickly how to apply all of these to the face so we can
04:51actually play with this particular head.
04:52So I'm going to select my neutral head, and I'm going to go Edit > Delete By
04:57Type > History, and that deletes the last blend shape that I put on it.
05:02Now I'm just going to go ahead and select all of these here and then
05:05Shift-select the last one, which is my neutral head, and that's where all of
05:09these are going to be applied, Create Deformers > Blend Shape.
05:12So now, once I have that, this Blend Shape is on all of these.
05:18So, go Animation Editors > Blend Shape, and you'll notice here that I have got,
05:26all of these targets are now available. Okay, now there's two options.
05:30Your Orientation, it defaults to this Vertical Orientation here.
05:33I'm not a big fan of this.
05:36Actually, I like it better with the Horizontal for it as Orientation
05:39particularly when you have got a lot of targets like this.
05:42So now you can just dial any one of these, you can smile, side, eye, blink, so
05:57on and so forth, okay? And you can mix them.
06:00You can actually have more than one, so you can actually mix targets, loads
06:05of fun to play with. So, go ahead and play with these.
06:08In our next lesson we're going to go ahead and apply all of this to the character.
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Applying Blend Shapes
00:00Now that we understand a little bit more about how blend shapes work, let's go
00:04ahead and apply blend shapes that I created to this character.
00:07So let's go ahead and open the scene 06_05, and there's our character, and his
00:15jaw is still moving.
00:18So let's go ahead and bring in those shapes that we have.
00:21So, we're going to go ahead and go File > Import, and I have them in
00:2606_04_Heads, Import.
00:28Now, what that does is it brings in the head that we were playing with, which we can delete.
00:35And so let's select that head and just hit Delete, and it brings in actually a
00:39couple of layers, it brings in the layer of heads that we had, and it actually
00:44creates this other layer for the objects in the previous scene.
00:47But we can delete that. So let's just delete that layer.
00:50So now let's go through the heads and make sure that we're only going to apply
00:53the heads that we need.
00:55So actually, I'm going to go into the Front view here, and I have kind of
00:59organized these in groups.
01:00So these are all the brows. The brows are along the top, angry, okay. We want
01:04those, down, brow up, left and right, brow frown, left and right.
01:13So typically, I have three for each of these, one with a centered version and
01:18then a left and a right version. Now for the eyes, I have a couple here.
01:23I have eye wide open so that's kind of like deer in the headlights.
01:27I have this one here which is a squint, left and right, and also just blink up,
01:33which is just blinking the upper lid. That's what that means.
01:38And then, I have a regular blink.
01:40Now, the way that we're going to do blinks here, we're actually going to tie our
01:43blinks to an external controller.
01:44So I don't need these normal blinks, because what happens in these blinks is
01:48that I have actually animated the lower lid up as well, and I want to separate out
01:53the upper and lower lid, so I can delete these. Let's go ahead and hit Delete on those.
01:58So we have got the eyes.
01:59Now, for the lower face, I do have some here modeled that have open mouths, and
02:05for this particular application, we're not going to use the open mouth shapes.
02:09Now, if you wanted to, what some people do is they do all of their mouth shapes
02:13as morphs, they don't use a jaw bone and they just model everything.
02:17I think that has a little less flexibility when it comes to animation.
02:21So I'm going to go ahead and delete some of these open mouth ones.
02:25I'm going to delete this one here which is ey for the letter A. This one here.
02:30Now, this one here is for the letter L. So I'm going to leave that.
02:34E, I'll leave, and I'll leave smile open, I'm going to delete that, smile,
02:41teeth, yeah, that's fine.
02:42Regular smile, that's good, frown, and these ones for disgust.
02:48They do have kind of an open mouth, in fact I'm just going to go ahead and
02:52delete the center, disgust, and we'll just have right and left.
02:57So, now that I have got these, and then also we have mouth left and right to side
03:01moves the lips left and right.
03:03Now, we can do that with the jaw, so we really don't need that either.
03:07So now we have got the targets that we want, so I'm going to go ahead and select
03:12those morph targets that work for this.
03:14So if I selected everything here and then selected the head, Shift-select, and
03:18did Blend Shape, I'm going to get an error because it says No deformable objects selected.
03:25What actually happened here was that I have my camera's target as right here.
03:28So if I just disconnect that, then I can select that.
03:32So what I'm going to do is I'm going to select everything, deselect the camera
03:38target, then Shift-select the head, Create Deformers > Blend Shape, go. Here we go.
03:51Now we have got this pretty much working.
03:54So, in fact I am going to go into a Perspective viewport here, and let's see what we have got.
03:59And in fact, I'm going to hide these heads, so we don't need to move with them.
04:03So now I have got this mouth can open and close still, but now, on top of that,
04:07I have got Window > Animation Editors > Blend Shape.
04:12Now I have got this Extra Blend Shape here. I don't know where that came from.
04:16So I can just hit Delete, get rid of that.
04:18Now, we can set our Orientation to either Horizontal or Vertical in this window.
04:24I like it Horizontal.
04:28That means the sliders are horizontal. All of this works.
04:32We have got blink, we have got frown, eyebrows, we have got mouth frown, smile, and we
04:40can also work the jaw with that.
04:44In fact, if I wanted to, I can play with the jaw.
04:50Let's delete these keys. We don't need those anymore.
04:52If I wanted to, I could move the jaw however I want, and add in a smile on
04:58either side and so on and so forth. So, we have a lot of flexibility there.
05:13Okay, so that's basically how you apply these morph targets.
05:16Now, you can animate, character is pretty much ready to animate right now.
05:20You could actually animate everything manually, but it's always best to have
05:25additional controls to make things easier.
05:27So, in our next section, we're going to start adding custom controls for the character.
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Rigging the head pt. 1: Creating head controls
00:00Now that we have the head pretty much ready for animation, let's go ahead and add
00:05some controls to our character.
00:07What we want is we want some additional controls to control let's say the jaw,
00:11eye direction, blinks, stuff like that. Real simple controls.
00:15I'm going to show you how to do these basic controls and obviously you can
00:19expand on that all you want, and there are some very sophisticated rigs out there.
00:22And really, kind of, they all build on the same tools.
00:25So let me show you how to use some of those tools.
00:29I'm going to go ahead and open the file 06_06. And that's our basic character.
00:35Now he's pretty much ready to animate, but what I want to do is I want to make
00:40the animation a little bit easier for him. So we're going to add some controls.
00:44One of the first things I want to do is add a control for the jaw.
00:48If you notice here we have got kind of a bone here for the jaw, which is nice, but
00:52we want to isolate the skeleton from our control rig, and that's kind have been
00:57the theory all along with this character.
00:58So we need to create an external control for that jaw.
01:01I created kind of like the little control panel. So let's go ahead and import that.
01:06So I did some work for you. And that's basically a control panel.
01:09Now we have got this center one here. I have called that Jaw Control.
01:13Really it's just a deformed circle.
01:14These are all just curves, and then we have got ones for the eyelids to control
01:20those, and then we have got a master one or what we called the Head_Control.
01:25So let's go ahead first of all we need to set up a little bit of a hierarchy here.
01:29So let's go into our Outliner, and you see all of these are just kind of sitting
01:34outside of this hierarchy.
01:35So what I want to do is select all of these that are inside this box, middle
01:41click and drag those to the Head Control box, and now the Head Control will be
01:46kind of the master of those.
01:48Then drag that into my character master, which is my Control Hierarchy
01:54underneath this one here which is the four spine joints so that when a spine
01:58moves this head moves as well. So it kind of moves with the character.
02:03So I'm going to select this Head Control and drag it underneath the spine.
02:07So now when this rotates that rotates as well. I'm going to undo that.
02:16The first thing I want to do is get the head moving with this Head Control.
02:20The setup of this is pretty much the same as we have for the setup of all of these.
02:25So for all of these little joints here we're going to do a point constraint to
02:29the joint in the head that this head control is going to control.
02:33First thing I need to do is I need to move the pivot point of this to match that joint.
02:39So let's go to our Front view. It's going to be a lot easier.
02:42In fact, I'm going to hide the Geometry.
02:44So what I want to do is I want to take-- this is my head joint right there or the
02:49top of the neck is really what I want to snap that to.
02:52So I'm going to hit the Insert key to move my pivot point.
02:55I'm going to hit snap, and I am going to snap that to that joint.
02:59So if I look at it from the camera point of view that's what I'm going to be
03:06rotating the head with. Turn off Insert mode. I'm going to go in the Select mode.
03:12I'm going to select, this is going to control that.
03:15So this is the last thing selected. So we're going to do constraint.
03:18I'm going to select my head and then select that joint, Constrain > Point.
03:23Okay, make sure Maintain offset is on. Constrain > Orient.
03:30So now I'm going to rotate this, it rotates the head.
03:35In fact, if we can take the geometry here, you can see it's rotating my head. Perfect. Undo, undo.
03:45Okay, so now that I have that set up, I can set up my jaw.
03:50So we're going to go ahead and do that in the next section.
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Rigging the head pt. 2: Creating a jaw control
00:00Now that we have the Head Controls in place, let's go ahead and start wiring up
00:04the attributes to the controls on the control panel.
00:06We're going to start with the jaw.
00:08Let's go ahead and open the scene that we have been working with. I have 06_07.
00:15That's our character.
00:18So I'm going to select my jaw and what we want to do is we want to take this and
00:24wire it to this little teardrop shape.
00:28So when this teardrop moves up and down, I want the jaw to move up and down,
00:33actually rotate up and down.
00:35It kind of moves back and forth and with the jaw to rotate back and forth.
00:39When it rotates left and right I want the jaw to rotate left and right. Pretty simple.
00:44We're going to do this with set-driven keys. So how we do a set-driven key?
00:47We figure out which parameter we want to work with.
00:51So in this case Skel_Jaw.
00:54If I go ahead and turn off geometry here, this is the bone we have selected,
00:58Skel_Jaw and RotateZ, here, is what moves it up and down.
01:06So I right-click on that and drag down to set-driven key, release, and it loads
01:12that as Driven, because the jaw is going to be driven by the controller.
01:17Well, this is the controller.
01:20So moving that up and down, or moving it along Y, is what's going to drive this.
01:25So let's go ahead and load the driver.
01:27So translate Y affects Rotate Z. Well, the first thing I want to do is set a key, Key.
01:35So that sets up our first set-driven key which is our 0 key.
01:39So now we move our controller down to the very bottom, and then we select our
01:43jaw, and we rotate that down.
01:47Now I kind of want to see how that affects the character so I'm going to turn on geometry.
01:52I'm going to go over to my Layers panel and click back on Geometry, and I'm
01:56going to rotate that jaw down as far as I want it to go.
02:00This is going to actually set a limit. So there.
02:03That's the limit of that.
02:05So that's as open as the jaw will ever be, and we hit a key.
02:09So now W up and down moves the jaw.
02:18Now if I wanted, I could actually go the opposite direction.
02:21In fact, let's go ahead and do that.
02:23Let's set that to 0, and let's go up a little bit and set a maximum, and we'll
02:29select our jaw, rotate that up, and maybe what we can do is just make it go up
02:35just a little bit and have a key.
02:37So now we have got it so that when it's at 0 the jaw is in the neutral position,
02:43we go down, and then we can actually bring the jaw up just a little bit, which
02:47is kind of nice, you may need that in some sort of animation.
02:50So let's go ahead and zero that out. Now let's go and do the left and right.
02:56So left and right on this particular bone is Rotate Y. So rotate Y is going to
03:08go with Move, or Translate, on this one in X. So let's select the jaw.
03:17So go rotate Y and Translate X. We don't even have to reload any of these,
03:24because we have got these all up here. So rotate Y on the jaw.
03:28It's going to be driven by jaw control Translate X. So hit this, set a key.
03:34Now I'm going to move my controller over to the far right.
03:38I'm going to select my bone, and again we're trying to settle limit here so how
03:44far over was that jaw going to go. Let's say that far. Hit key and move that.
03:52Now let's move that all the way over to the other side and select that bone again.
04:00Rotate that as far over as I can go.
04:03In fact, if I was really smart I would have remembered what that value was and
04:07just typed in the negative numbers so that they would be equal and then key.
04:10So basically now we have left to right.
04:14Now the thing is is that because we have got complete control over X and Y here we
04:20can actually do that.
04:23So I'm going to go up and down, left and right or really any variation of that. Isn't that cool?
04:29In fact, we don't want this translating in Z. So if we want, we can just lock that.
04:37So now it's only going to move in X and Y. There you go.
04:43Okay, now we also want to get jaw rotation. We'll that's pretty easy.
04:47Again, it's the same thing.
04:49So the only parameter that we haven't done is rotate X and on this one here
04:55we're going to actually--what is rotation--what's rotation do we use?
04:58Actually, rotate Z. So rotate Z on jaw control, control rotate X on the actual jaw bones.
05:09So I'm going to set a key. Now I'm going to rotate this.
05:13How far do we want to rotate? Okay, let's just rotate it.
05:16In fact, let me give this a very specific value, and that's up to 45 and then
05:21with this one here rotate this, and again we have to kind of ballpark this,
05:26maybe not that much. Then hit a key. See what looks like.
05:40Okay, let's go 45 in the other direction and take this and rotate that in the
05:47other direction, and set the key. This is off the screen here.
05:53So we set the Key, and now we have got left, right.
05:57We hit the move key and move that.
06:02So really if we'd zero all those out it goes back to zero.
06:05So now that's our jaw control. Isn't that cool?
06:07So it goes there and then when I rotate it, I can rotate the jaw back and forth.
06:13So isn't that cool?
06:14I'm going to zero these out and save it, and now we're going to move on to the eyelids.
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Rigging the head pt. 3: Creating blink controls
00:00Now we're going to go ahead and create some controls for the eyelids.
00:03It's very much the same as how we did it for the jaw, we're going to use set-driven keys.
00:09And let's go ahead and open up the Scene 06_08. And these are going to control the lids.
00:18Now instead of controlling actual parameters, we're actually going to control the
00:23Blend Shape parameters on this particular character, okay.
00:28So what I have to do is I have to go to Blend Shape and find the names of these.
00:34Scroll down here and I go into INPUTS blendShape2.
00:40And then I select the parameters for the Blink and then there's another one here
00:44for SquintR and SquintL, somewhere here--SquintL, okay.
00:48And we're going to wire those to the right and left of these.
00:52So let's start with the BlinkUpR. right-click drag, Set Driven Key.
01:00Our driven is that Blend Shape, Driver is this LID UP.
01:07So load Driver, and again just like with the other one, translate Y, which is
01:17green, it's going to be controlling it.
01:19So we'll set a key here, and then we'll move that down, it covers the eye, and
01:30then we'll take this parameter here.
01:32So I'm going to select the head again, go to my Blend Shape, link up.
01:38I'm going to set that to--there it is-- I set that to 1, okay, and hit key.
01:46So now I'm going to move this, it moves to, so if we move back to zero, the eye
02:01is open, and when I move it down it's closed, okay.
02:04Now one thing I can do, I can do a Blend Shape backwards.
02:10So let's go ahead and do it like we did with the jaw.
02:13Let's go ahead and do one with those a little overshoots in the other way.
02:17Let's select the Controller first, move it up just a little bit, and then I'm
02:22going to select my head, find that particular thing, blink up right, and I'm
02:29going to make it negative, say 0.25. Now watch what happens when I do that.
02:37Okay, so that opens up a little bit more.
02:42It actually over extends that lid a little bit so let's go key.
02:46So now, I'm actually using my Blend Shape in the opposite direction so I can go
02:52down and go up to normal, or I can overshoot it just a little bit, okay. Very simple, okay.
03:01Now let's do the same thing for the lower lid, and then I'll let you do
03:06the other eye yourself.
03:07So let's go ahead and select the head. Going to be left squint right, eye squint right.
03:13Now, when you get down to the other eye squint left for some reason came up at
03:16the bottom of my list--I'm not sure how it came up on yours, but it's at the
03:21bottom of that list.
03:22So we're going to take that, right-click, set-driven key, it's on squint right.
03:26In fact, we can just select it here if you want to.
03:31And now we're going to load another driver, right lid low and
03:37again it's going to be translate Y. So first thing we want to do is do a set key just key that.
03:45Now we're going to go ahead and move this so that it's closed, and then I'm
03:49going to select that target.
03:52So I'm going to select the head, scroll down, open this up again, put that at one.
03:59Okay, when you put that at one, watch what happens.
04:04Okay, so this is zero, and this is one.
04:06When it's at one, then we're going to key it, okay.
04:10So again the same thing. There we go, okay.
04:18When that's at zero, that's at zero when it's closed, the eye is closed. Very simple, okay.
04:26Now, again, very much the same for the other eye, so go ahead and do that, and
04:31then we'll go ahead and add some controls for eye direction.
04:34We're getting to the point where we're almost done, so let's go ahead and finish
04:38up to the next lesson or so, okay.
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Rigging the head pt. 4: Creating eye direction controls
00:00Okay, so now we're almost done with our character.
00:02We still need to work with the actual eyes themselves.
00:05We have done the lids, let's work with the eyes--in fact, we haven't even attached
00:08the eyes to the skeleton yet.
00:10But let's go ahead and see where we're at. We're going to open the Scene 06_09.
00:14Okay, so if I select my HEAD_CONTROL, you'll see that the eyes aren't even
00:21attached to that head skeleton. So let's go ahead and do that real quick.
00:25And then we'll have some controls for eye rotation, eye direction.
00:30So the first thing we need to do is put these eyes into that head hierarchy so
00:34let's go into our Outliner.
00:38And it's under Geometry, R_Eye1, which is actually--let's go ahead and rename that Left Eye.
00:47And those actually just need to go below that locator that we created for the head.
00:51So now just go ahead and bring them below that. Minimize the Outliner.
00:58And now because they're in the hierarchy of that they will move with the head.
01:03Okay, that makes it easy.
01:05Now we need to have something that controls eye direction.
01:08Typically, what people do is they just create eye targets, things to actually
01:12for the eyes to look at. So let's go ahead and do that.
01:15We need a little piece of geometry to point at. So let's go ahead and create a circle.
01:19I'm going to go to my Front viewport.
01:22Go over to Curves, circle, and just create a small circle here.
01:28Call that Right Eye Target. All right. Okay, there we go.
01:39And I'm going to go ahead and duplicate that, just hit it, and just go Edit >
01:42Duplicate, or hit the hotkey.
01:45And we have got one now instead of Right Eye Target we'll have Left Eye Target.
01:51Okay, so now that we have these targets, we need to have the eyes actually
01:59pointing at those targets.
02:01So let's go ahead and first thing we need to do is position them.
02:04So I'm going to go into my Top view and move both of them somewhere in front of the character.
02:09Okay, so right there.
02:13How this is going to work is these eyes are going to look at each one of these
02:16targets and then when I move the targets the eyes will move to follow.
02:20So let's just start with the left eye.
02:22I'm going to select that piece of geometry, and then I'm just going to do Constrain > Aim.
02:28Okay, so this is now an Aim Constraint. Maintain offset--oops, I forgot to
02:34select my target first.
02:35So select my target, Shift-select the eye, Constrain > Aim > Maintain offset > Add.
02:44Okay, so now when I move this that eye follows, very, very simple.
02:52Let's do that for the right eye.
02:54Select the target, Shift-select the eye, Constrain > Aim.
02:58Okay, so now the eyes follow that target.
03:04And no matter where this head rotates the eyes will maintain position on the target.
03:10Isn't that nice?
03:11Now what I would like to do is actually have something here where I can move
03:18both of these targets. So I'm going to create one more circle.
03:23So I'll go in my Front Viewport, select Curves, circle.
03:30And actually I'm going to distort that a little bit.
03:34I'm going to scale it just more of an oval.
03:36And I'm going to make it big enough so that it actually--here let's move it in
03:43front of these, I'm going to move it over these eyes here.
03:48So what I want to do is I just want this to surround those geometry for right now.
03:53Okay, so let's just call that EYE_TARGET_MASTER.
04:00Okay, all caps because this is a control, that's my little naming scheme.
04:10Okay, so now I have this EYE_TARGET_ MASTER and what we want to do is take the
04:17two targets in the Outliner and middle click and drag them so that they're
04:24below the master, okay.
04:26And then let's take that master target and put it--middle click and drag below
04:32the character master so now it's part of that control hierarchy.
04:37Let's turn on the geometry.
04:39So now we have got this one control here, the master controls both eyes, and this
04:47controls the cross-eye controls.
04:49So you can actually control each eye individually but typically you'll just want
04:53to put that wherever you want the eyes to be pointed.
04:57Pretty simple, huh. But it works like magic, it's really cool.
05:00And one of the things we want to do also with this is we can also we increase
05:05transformations on that as well as both of those so that we have kind of a zero
05:09point to work from, okay?
05:11Now, one of the things we also want to do is take all of these new controls that
05:17we have, Shift-select them all and put them in that control layers.
05:19So right-click over Controls and Add Selected Objects so that way we can switch
05:25off all these controls. Perfect. Okay, well this looks almost done.
05:29I think this pretty much is done.
05:31So I'm going to go ahead and save this out, and this is pretty much the rig that we want.
05:37So we're going to do some more additional stuff, but this is the rig that we're working with.
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7. Finalizing the Rig
Hiding unused attributes
00:00Well, our character is pretty much done.
00:02Now, there's a bunch of little clean up things that we need to do in order to
00:06make the animation worthy. And let's go ahead and go through some of those.
00:10I'm going to open the scene 07_01. And there he is he pretty much is working.
00:20But one thing that I'm noticing is that a lot of these controls have parameters
00:25available that we really don't need.
00:26For example, this jaw control it's nice that we can move it in X and Y. And in
00:32fact, we did freeze Z, but we don't even need to see the parameters that we don't want to animate.
00:39So what we can do is we can freeze them, and then we can hide them or actually,
00:43let's go ahead and select all the parameters that we don't need.
00:46Now in this one, Rotate Z is what rotates the jaw.
00:51So in this particular control, we need Translate X, Translate Y, and Rotate Z.
00:56So let's select all the ones except for that. Use Ctrl not to select those.
01:02And then right-click on these.
01:03First thing we want to do is we want to lock those so that we can't animate them.
01:08And then we right-click again, and then we hide them, okay.
01:14So now once we have hidden them, when you select this, the only things available
01:18are the ones that we need. That makes it a lot easier.
01:22For example, on these you only use Translate Y, you don't use any of the other ones.
01:28So what I'm going to do is select all of these, Ctrl-unselect that, Lock > Hide, okay.
01:38So now when you select that you only have one parameter to use.
01:46And we can go ahead and do that for the rest of the skeleton or all the
01:50controls on the character.
01:51Why don't you go ahead, and we'll do that for all the controls that you want to
01:55restrict, and then we'll pick it up, and we'll do some more clean up and smooth
02:00the character out so he looks good when he renders.
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Creating a smooth proxy
00:00Let's go ahead and open 07_02.
00:05Now that we have some of these parameters locked down so that we don't
00:09accidentally move them around, we can do the same for the geometry, okay.
00:13So one of the things we want to do with geometry is you want make sure that it's locked, okay.
00:18So if we select this geometry, make sure that all of these are grayed out so you
00:23can't accidentally move them.
00:24Now the other thing we want to do with geometry is we want to smooth the character.
00:29This character is actually fairly low-res character and typically how you create
00:34a character is you model at low-res, and then you smooth it using Smooth Proxy
00:39to render at a higher res.
00:40Now how Smooth Proxy works is really very simple.
00:43We go into our Polygons menu, we go under Proxy > Subdiv Proxy.
00:50What that does is it tells you how many subdivision levels we want.
00:53Now this could be changed later and then a bunch of other parameters as to how
00:57you want the mesh to be created exponential creates a smoother mesh so you
01:02kind of want to do that. And usually just the defaults are fine.
01:06So if we hit Smooth watch what happens.
01:09You can see here it's created actually two pieces of geometry.
01:12If we go into my Outliner I can see this a little bit easier.
01:16So go into Geometry, and now it's created this new group called
01:20Geometry_Head_NeutralSmooth--so Head_Neutral is the name of the geometry--so SmoothProxyGroup.
01:27And under that we have two things, we have Head_Neutral, which is my original
01:31head, and that's what we're actually animating.
01:33But what it did is it put a kind of a semi-transparent texture on it so you
01:38can see through it.
01:39And then it created a second head called Head_Neutral.
01:43And that head actually has a SmoothProxy node on it.
01:47And so what that does is it allows us to smooth the head so if we want to we
01:52could up it from 1 to 2, and you can see you get more detail.
01:56Now when you go to render this, this is what we'll render.
01:59Now one thing I have find is that it's kind of ugly to look at this cage around
02:03there, so one of the things I do is I tend to take those Smooth Proxies, and I
02:08put them in their own layer. In fact, let's go ahead and do that.
02:11We're going to go into Layers, Create Empty layer, and let's just call that PROXY.
02:17So those are going to be all of our proxy objects.
02:20Okay, then I'm going to select just the cage 1, Add Selected Objects, okay.
02:27Now I can hide that, isn't that nice?
02:31Okay, so, let's do that for the body as well, so select the body geometry, Proxy >
02:37Subdiv Proxy, and it does the same thing.
02:41Now look at Geometry we can look at BodySmoothProxy.
02:45So I'm going to select the original body, add that to my PROXY layer by
02:49right-clicking, okay. And the same for this little bow tie as well.
02:55So I'll just go ahead Proxy > Subdiv Proxy, and then I'm going to go into my
03:01tie, select my Bow_Tie.
03:07So now when I hide that now I have a smooth version of my character.
03:11If I wanted to I could actually take this PROXY group and apply a
03:17different texture to it. It doesn't have to have to have this texture.
03:20I can retexture that with my original textures, and I could animate that
03:25and then render this.
03:26Now another thing you can do is you take this geometry here, this SmoothProxy
03:34Geometry, and we can tie this Exponential Level to a slider.
03:39So if I wanted to I could have variable resolution and just slide them up and
03:44down, because when it's at 0, it's actually where the proxies are, okay.
03:50When it's at 1, it's one set of subdivisions.
03:54So what you could do is you could actually create a slider for the character, so
03:58you just slide down the resolution so you could animate low resolution and slide
04:02it up and render high resolution, okay.
04:06So that's how you smooth out your character and get them ready for rendering,
04:09and that's pretty much it. So let's move on to the next thing.
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Manipulating the rig
00:00Actually, our character is pretty much done, so let's play with him a little bit.
00:05We are going to go ahead and open Scene 07_03.
00:09So now we have a character that's fairly well smooth.
00:11Now smoothing can take up a lot of processor time, so you may want to dial down
00:17the smoothing when you're manipulating the character.
00:20My machine is not terribly fast, I like to manipulate this guy in real time.
00:25So if you have a fairly recent machine that shouldn't be a problem.
00:28But anyways, how do you manipulate the character?
00:30Well, it's fairly simple.
00:31The key here is to just use the controls that we have created, and that's been
00:35pretty much the whole process of rigging, it's creating all of these controls to
00:39manipulate the character.
00:41So for basic animation we don't want to be able to select this geometry.
00:47So one of the things I want to do is just turn off this Select Surface Object so
00:51that way I don't have to accidentally select the surfaces.
00:57In fact, if you want we can turn off everything but curves, because all of our
01:01controls are curves, right?
01:05So it makes it very easy for us so that way I don't accidentally select my character.
01:10Now, I can also hide my skeleton so that way I don't need to see that.
01:16And then you just animate the controls.
01:19So, for example, if I wanted to move the character's leg or pose him, I can
01:24just start animating.
01:25In fact, I'm just going to go ahead and set some keys here and just get my
01:30character into a nice pose.
01:36Okay, at this point he's going to be standing, so I really don't need IK.
01:39I'm going to turn IK off, that's just one of my things.
01:43A lot of people like to animate with IK, I don't.
01:46I use it when it's absolutely needed, and that's it.
01:49So I like rotating my joints, so I'm going to go ahead and put his arms down to
01:55this side, and I can continue to set keys here.
01:59If I want I can create a more natural hand pose by bending some of the fingers.
02:06So what I do here is I just select all of the finger joints and then just
02:12middle click and drag.
02:14And if I want to, I can also just Ctrl-select all the one's I want and just
02:19move them all at once. So let's do that with this hand.
02:23So if I want to move all the fingers I just Ctrl-select now I got to skip over
02:28these ones and say spread, okay.
02:32And then just middle click and drag, and I have got a more natural hand pose.
02:36And I can hit Rotate as well to rotate that hand.
02:40If I want to I can also rotate the arm.
02:50And of course when you're doing a pose everything starts with the hips, so I'm
02:53going to start with my master hip control here and start posing him.
03:00So as you can see he's a fairly robust character, very easy to pose.
03:04He's going to be pretty much standing on this leg, his weight is going to be on
03:09this leg, so I'm going to go ahead and move that leg out.
03:15In fact, I'm going to move the knee out as well.
03:18And I can just keep hitting S to set keys for all of these, all of these joints.
03:23If I want to move his head, I can rotate it. And I can set a key for that.
03:40Change his eye direction, and I can do that.
03:51And if I want to go ahead and start working with the face, I can do that.
03:57I can go into my window, Blend Shape Editor.
04:00Now some of these are locked off you notice those are locked off because we have
04:05the set driven keys on the blinks. So but we can put a smile on his face.
04:11You know I like to do kind of asymmetrical.
04:33In fact, let's make him wave, I think that would be a good one, okay.
04:34And we can set Keys for all of these, okay. So I'm going to go ahead and rotate his arm up.
04:51Anyways, you get the hint.
04:53And so he's very, very animatable and pretty good character.
04:57So now you have gone through the process of rigging an entire character, and I'm
05:02sure you can apply that to pretty much any character that you create, these
05:05controls and these techniques really work for just about any character you want to create.
05:11And if you encounter a character that somebody else has built, chances are a lot
05:15of these techniques will be used in those characters as well.
05:18So, I'm going to go ahead and keep playing with my character.
05:21Go ahead and play with your character as well and animate your character and enjoy.
05:27So we'll catch you in the next title that I do. Okay, bye-bye.
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Going further with the rig
00:00So now that we understand all the processes involved with rigging a character, I
00:05want to show you one more character, and this is really just the same
00:09character but taken further.
00:11And it's using the exact same techniques that we have used, but I have just added a few more things.
00:16And let me just show you what we have here.
00:19I'm going to open Scene 07_04, and it's our same character except these got a
00:25lot more controls, especially on his face.
00:28So I have added to these facial controls to give you a little bit more upfront control.
00:33Now a lot of these you could just do, we go into our Animation Editors and go
00:37into the Blend Shape, all right let me show this horizontally.
00:42And you see actually because all of these salmon colored ones are ones that have
00:46expressions, or set-driven keys, that sort of thing in there.
00:50And so what I have done is I have taken most of the facial expression, and I have just
00:53tied them to sliders.
00:55And it's essentially the same technique we used for the rest of the face.
00:58Now we used set-driven keys here to work with the lids.
01:03And I did the exact same thing for these other blend shapes, so this one's Widen.
01:09And then for the brows I used the X and Y parameters so that way you can have
01:15like a two dimensional thing here.
01:17But it's essentially the same techniques, so up and down is one set of
01:21set-driven keys, and left and right is the other set of set-driven keys, and
01:25then you can just mix them and the same for all of these phonemes here Ooh,
01:30Eee, Mom, and so on.
01:36So again, you can see that as you take these techniques you can build upon them
01:42to create some very complex interfaces.
01:44And if you come across a character that has been rigged by somebody else you'll
01:48know that the techniques are pretty much the same for all the characters, it's
01:51just how you choose to rig the character.
01:55So I'm going to go ahead and leave this character with you as well, and you can
01:59go ahead and go through and see how it's put together as well.
Collapse this transcript
Conclusion
Goodbye
00:00Thank you so much for working with me and going through these lessons on how to
00:04rig characters in Maya.
00:06I hope you learned a little bit about Maya Rigging and have a good firm
00:11foundation in the tools that you will use to rig and skin characters.
00:17As you can see, rigging can get very complex and more professional rigs have
00:21even more complexity than what we have shown here, but the fundamental
00:25principles are all the same.
00:27So if you understand these basics, the rest of the stuff will come fairly easily to you.
00:32So continue to practice, rig some of your own characters, come up with your own rigs.
00:37There's tons of rigs and tons of resources on the Internet, and you can
00:43download some very robust rigs from a number of websites, and you can take those
00:49apart as well to see how they're done.
00:51And with your knowledge that you have learned here you can understand exactly how
00:54those are put together as well.
00:56So good luck, have fun rigging, and I'll catch you next time.
01:01I'm George Maestri from lynda.com and see you next time.
Collapse this transcript


Suggested courses to watch next:

Maya 2011 Essential Training (9h 8m)
George Maestri

Maya 2011: Modeling a Character (3h 3m)
Ryan Kittleson



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