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Game Character Creation in Maya
Illustration by John Hersey

Rigging the torso


From:

Game Character Creation in Maya

with Chris Reilly

Video: Rigging the torso

So I went ahead and did the controls for the other leg and foot. I also created a layer called Controls that I'm just placing all of my NURBS curves and so that way if I need to, I can just toggle those on and off. So let's move onto the controls for the spine. Now, we think about the way the spine wants to move, the character would like to be able to bend, so let's say he is bending over to get something, but also to twist. So a good way to set up controls for the spine are to use a couple of different constraints.
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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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Game Character Creation in Maya
2h 58m Intermediate Sep 15, 2011

Viewers: in countries Watching now:

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.

Topics include:
  • 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
Subjects:
3D + Animation Modeling Character Animation Game Design
Software:
Maya
Author:
Chris Reilly

Rigging the torso

So I went ahead and did the controls for the other leg and foot. I also created a layer called Controls that I'm just placing all of my NURBS curves and so that way if I need to, I can just toggle those on and off. So let's move onto the controls for the spine. Now, we think about the way the spine wants to move, the character would like to be able to bend, so let's say he is bending over to get something, but also to twist. So a good way to set up controls for the spine are to use a couple of different constraints.

So let's just get some curves in here to start with. I'm going to go to import the torso controls. Let's go ahead and switch off my Geometry layer here. Let's look from a Side view. So basically, I just have these four NURBS rectangles and I'll just snap them right to each spine joint and then rotate it, so that each rectangle lines up with the rib joint of the corresponding spine joint.

So let's switch back to Perspective. To set up these controls, we'll use two different constraints: a Point Constraint and an Orient Constraint. So that will allow us to rotate the spine and also move it around if we need to. So let's just set up this first one. I'm going to select this control. I'll bring up my Outliner as I'm doing this. So this is the Hips control. I want to use this to control the root joint, because that's again like the character's pelvis.

So I'll Shift+Select root joint, and I'll go to Constrain > Point, with options, and I just want to make sure that I check Maintain offset. So we'll add a Point Constraint and I'll also add an Orient Constraint. So I'll go to Constrain > Orient with Options and make sure Maintain offset is checked. We want to maintain the offset so that the control curves stay in the same place relative to the bones that they're controlling.

Okay, so let's see how that behaves. I'm just going to select this Hips control and let's bring up the Move tool. So now I can move the whole hips up, and down. I can also rotate. So I am going to rotate side to side, front to back. I'm just going to go through that same operation for the rest of the hips. So I'm selecting each of the controls, Shift+Selecting the spine joint, doing a Point Constraint and then Orient Constraint.

So same thing for SPINE_2. Constrain > Point, Constrain > Orient, and same thing for SPINE_3. One last thing is to look at the hierarchy of the controls. So if you think about the way that the hierarchy of the skeleton works, we start with root, we go up to SPINE_1, up to SPINE_2, up to SPINE_3. So that hierarchy should kind of be mirrored in the controls.

So I'm going to parent SPINE_3 to SPINE_2, SPINE_2 to SPINE_1, SPINE_1 to HIPS. So this way, now, when I grab the hips, all of these other controls should come along with it, and same thing if I rotate. But I can still go in and select individual controls as I need to. So that's how we set up controls for the spine. In the next couple of videos we'll look at the arms and the head.

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