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Adding the finishing touches on schematic rigs

From: MODO 501 Essential Training

Video: Adding the finishing touches on schematic rigs

Once you've set up a simple IK rig, you can duplicate it and create something more with it. So initially, in the previous video, you saw how the arm was set up just to be used for a lamp, or something like that. So if we go down to the locator here and click on it and I press the W command, you can see we were able to do this like a robotic arm, like a lamp, or some kind of mechanical thing. But what if you were going to build these into a character? How would it work? Well, what I have done is I have selected this entire group and duplicated it so we have two of them, and that was what we built in the previous video.

Adding the finishing touches on schematic rigs

Once you've set up a simple IK rig, you can duplicate it and create something more with it. So initially, in the previous video, you saw how the arm was set up just to be used for a lamp, or something like that. So if we go down to the locator here and click on it and I press the W command, you can see we were able to do this like a robotic arm, like a lamp, or some kind of mechanical thing. But what if you were going to build these into a character? How would it work? Well, what I have done is I have selected this entire group and duplicated it so we have two of them, and that was what we built in the previous video.

Well, what if I want to these to work together? How would that be set up? Well, up here in the Setup tab, in the top left, you can select a locator. When I click that, a locator is added to the scene. Now a locator is nothing more than just a reference point. It doesn't actually render. It's just something we parent to and we can use as a control item. And with that locator selected, if you hit the Display tab, you can actually add Draw Options, such as make it a wireframe or make it fill or give it a label. You can call it locator if you want, and that will show up right there in your viewport.

So it's just something to consider if you'd like to actually go a little bit further with these locators. And also, press the O key and make sure Show Locators is on, under Item Visibility. So now that you have this locator, I can actually just move it up, and we'll put it right in the center. Now I am going to take these IKGoals and I am going to select both of them-- I am going to hold the Ctrl key and select the second one--and when I move these together, you can see that we have both of them moving. Well, that works great, but then I can take those and parent them to this other locator. And then with that locator, I can now grab both of them, and at the same time, I can press the E key and I can actually rotate.

So now, if you had some kind of character you wanted to build, you have an entire rig for the very bottom legs that you can work with. You can press the Y key, which is our killer Transform tool that uses Rotation, everything else, and Transform, and you can just simply just make this guy walk around. You can pick up the bottom leg and move it, go back to the IKGoal here, and keep building small, little rigs, and attaching them together simply by doing the parenting in the Item list.

So I would name this locator. I'd probably click on it and say this is the hip, and I'd move it up, and then I can actually take this entire set and press Ctrl+G, and you can call this LowerLegs. So now you have an entire group to work with that you can move around and keep organized. We can select the hip, we can move it, hit Rotate and now we've got that simple rig set up. So this is as basic as it gets when it comes to inverse kinematics, and you can see how this can get exceedingly complex when you build much larger objects.

In your Layout tab, there actually is some items in here you can work with, such as this Space Arm. There is actually much more complex arm in here. If you go under, I believe it's under Vehicles, and under Miscellaneous, there is this big Mech Warrior. And you can actually load that up, change those centers like I showed you, put the IKGoals on, just like I showed you, and make that thing come to life. But instead of using a locator for the hip, you can actually use the real Hip object that is there, so when the center of that Mech turns, those legs turn, just like you are looking at right here.

With these simple introductions of inverse kinematics and the Schematic tools, you really can build just about anything you want right inside of modo.

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This video is part of

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MODO 501 Essential Training

80 video lessons · 4608 viewers

Dan Ablan
Author

 
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  1. 2m 21s
    1. Welcome
      55s
    2. Using the exercise files
      1m 26s
  2. 42m 37s
    1. Understanding the interface
      4m 30s
    2. Understanding the workplane
      5m 7s
    3. Understanding Action Centers
      4m 12s
    4. Working with the modeling tools
      5m 10s
    5. Understanding surfaces
      7m 12s
    6. Selecting elements
      7m 33s
    7. Understanding the elements of a 3D model
      4m 3s
    8. Understanding symmetry
      4m 50s
  3. 1h 2m
    1. Building a model
      8m 56s
    2. Editing geometry
      10m 39s
    3. Controlling geometry
      10m 31s
    4. Bending geometry
      6m 42s
    5. Adding detail with edges
      5m 37s
    6. Editing polygons
      10m 27s
    7. Extending polygons
      9m 34s
  4. 42m 53s
    1. Understanding subdivisions
      3m 49s
    2. Understanding Pixar-based subdivisions
      2m 48s
    3. Creating a basic model
      7m 51s
    4. Beveling with subdivisions
      6m 6s
    5. Adding detail to models
      8m 54s
    6. Deforming and shaping objects
      7m 48s
    7. Cloning
      5m 37s
  5. 49m 32s
    1. Creating with Radial Sweep
      4m 44s
    2. Working with text
      8m 40s
    3. Understanding replicators
      7m 22s
    4. Instancing objects
      7m 0s
    5. Working with Curve Clone
      4m 36s
    6. Working with Curve Extrude
      2m 25s
    7. Modeling with Array
      8m 50s
    8. Understanding Mesh Paint
      5m 55s
  6. 1h 4m
    1. Introducing the Shader Tree
      4m 32s
    2. Exploring layer-based shading
      4m 29s
    3. Creating surfaces for polygons
      7m 41s
    4. Editing surfaces
      7m 4s
    5. Applying procedural textures
      7m 38s
    6. Applying image-mapped textures
      6m 2s
    7. Working with transparent images
      5m 48s
    8. Adding bump maps for realism
      8m 49s
    9. Enhancing surfaces with specularity and glossiness maps
      3m 25s
    10. Creating a reflective surface
      3m 27s
    11. Working in glass
      5m 28s
  7. 39m 9s
    1. Building 3D scenes
      2m 49s
    2. Working with different light types
      8m 26s
    3. Lighting a 3D scene
      12m 51s
    4. Reflecting light
      5m 23s
    5. Lighting environments for realism
      4m 18s
    6. Blending light sources
      5m 22s
  8. 21m 1s
    1. Understanding the MODO 501 camera
      5m 39s
    2. Setting up a camera
      5m 42s
    3. Placing multiple cameras
      7m 11s
    4. Animating cameras
      2m 29s
  9. 29m 58s
    1. Understanding the timeline
      7m 16s
    2. Adding and controlling keyframes
      3m 22s
    3. Fine-tuning keyframes in the Graph Editor
      6m 17s
    4. Animating nontraditional elements
      4m 31s
    5. Animating colors
      4m 39s
    6. Animating displacement maps
      3m 53s
  10. 13m 57s
    1. Working with Hair Guides
      3m 18s
    2. Creating human hair
      4m 7s
    3. Creating the hair's surface
      1m 30s
    4. Generating animal hair
      1m 48s
    5. Building enhanced hair textures
      3m 14s
  11. 26m 21s
    1. Working with the painting tools
      6m 14s
    2. Painting on multiple layers
      9m 37s
    3. Sculpting models
      5m 45s
    4. Tweaking and finishing with the sculpting tools
      4m 45s
  12. 25m 56s
    1. Working with the Schematic interface
      1m 20s
    2. Understanding channels
      4m 9s
    3. Building a channel-based animation
      5m 51s
    4. Creating a schematic network
      6m 26s
    5. Setting up inverse kinematics
      4m 29s
    6. Adding the finishing touches on schematic rigs
      3m 41s
  13. 26m 47s
    1. Understanding resolutions and rendering
      12m 43s
    2. Setting up a render project
      4m 51s
    3. Rendering to movie files vs. image sequences
      9m 13s
  14. 3m 23s
    1. Exporting an object
      1m 2s
    2. Exporting a full scene for backup
      2m 21s
  15. 2m 2s
    1. Next steps
      2m 2s

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