Rigging the arms and hands
Video: Rigging the arms and handsSo we're all set with the spine. Let's take a look at the arms and the hands. So I'm going to go ahead and import some controls. So you can see we got a control for each shoulder, elbow, and wrist. You can see those here in the Outliner. For these controls, it's very simple. I'm just using one constraint and that is an Orient Constraint.
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Get a thorough overview of techniques for creating characters for video games or real-time rendered applications. Author Chris Reilly covers low-poly modeling, texturing and animation, using 3D model and texture assets created in Maya and Adobe Photoshop. The course also includes an overview of Unity 3, including importing characters and making interactive animations with the Script Editor.
- Optimizing, extruding, and sculpting geometry
- Modeling a character's head and body
- UV-mapping the head and body
- Mirroring and texturing
- Setting up the skeleton
- Rigging the head and body
- Skin binding & weight painting
- Controlling animation with scripts in Unity
Rigging the arms and hands
So we're all set with the spine. Let's take a look at the arms and the hands. So I'm going to go ahead and import some controls. So you can see we got a control for each shoulder, elbow, and wrist. You can see those here in the Outliner. For these controls, it's very simple. I'm just using one constraint and that is an Orient Constraint.
So very similar to how we setup the spine. I'm just going to first select the Ctrl, then Shift select the joint, and do Constrain > Orient. Let's just double check and make sure maintain offset is set. That's just going to keep the position of the controls relative to the joint static. It's not going to move the control accidentally. Same for the elbow, Constrain > Orient, and same for the Wrist, Constrain > Orient.
And in the Outliner here, I'm just going to set the Hierarchy of those controls, so the wrists will be parented to the elbow. The elbow we will parent to the shoulder. So now when we select the shoulder, we should be able to rotate that arm around, same thing with the elbow and wrist. Okay, and that process is exactly the same for all the rest of the arms. Let's take a look at the hands now. So import some controls for the hands, and I'll just zoom in a little bit here. So just like we did for the spine, we'll do a point and an orient constraint for each one of these joints.
I've got a control for the finger and control for the finger joint, same thing for the thumb. So let's select the Ctrl, Shift select the joint, and then Constrain > Point, and again, I'm just going to make sure Maintain offset is selected, and Constrain > Orient, with Maintain offset selected.
And same exact process for all the rest of the hand controls. Constrain > Point, Constrain > Orient, Constrain > Point, Constrain > Orient, and now I'll look at the Hierarchy. So this FINGER_1 should parent to the finger base. So now if I select the base, I should be able to rotate around and if I select both, I'll bring back my Rotate tool, it should be able to kind of curl that hand in.
Same thing for the thumb, so that outer thumb joint should parent to the base of the thumb. Okay, so I'm going to keep working on the rest of the arms and hands, but again, the process is exactly the same for every single one.
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