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Rigging the arms and hands

From: Game Character Creation in Maya

Video: 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.

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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This video is part of

Image for Game Character Creation in Maya
Game Character Creation in Maya

40 video lessons · 8983 viewers

Chris Reilly
Author

 
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  1. 3m 50s
    1. Welcome
      39s
    2. What you need to know before watching this course
      1m 9s
    3. Understanding game asset creation
      1m 21s
    4. Using the exercise files
      41s
  2. 25m 35s
    1. Setting up scene folders (Maya and Unity)
      3m 58s
    2. Optimizing geometry
      3m 14s
    3. Using symmetry
      4m 8s
    4. Extruding geometry
      4m 19s
    5. Sculpting geometry
      4m 1s
    6. Importing reference sketches
      5m 55s
  3. 37m 14s
    1. Modeling the head and nose
      5m 34s
    2. Creating the mouth
      4m 28s
    3. Crafting the eyes
      5m 11s
    4. Building the body and a wing
      10m 11s
    5. Forming the limbs
      8m 5s
    6. Adding finishing touches
      3m 45s
  4. 36m 11s
    1. UV mapping overview
      2m 43s
    2. UV mapping the body parts
      9m 18s
    3. UV mapping the face
      7m 40s
    4. UV mapping wrap-up
      3m 44s
    5. Mirroring
      4m 57s
    6. Texturing
      2m 46s
    7. Normal mapping
      5m 3s
  5. 46m 21s
    1. Setting up the skeleton
      5m 19s
    2. Building the spine
      3m 39s
    3. Finishing the skeleton
      4m 32s
    4. Rigging the legs and feet
      8m 35s
    5. Rigging the torso
      3m 49s
    6. Rigging the arms and hands
      3m 35s
    7. Rigging the face and head
      5m 9s
    8. Rigging wrap-up
      2m 27s
    9. Skin binding and weight painting
      5m 26s
    10. Animating in Maya
      3m 50s
  6. 29m 9s
    1. Exploring the Unity interface
      3m 3s
    2. Importing character and animations into Unity
      5m 50s
    3. Controlling animations with scripts: Third-person character controller
      7m 14s
    4. Controlling animations with scripts: Third-person camera controller
      4m 4s
    5. Making read/write animations using UnityScript Editor
      4m 8s
    6. Controlling scripts with animation events
      4m 50s
  7. 19s
    1. Additional resources
      19s

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