Join Owen Lowery for an in-depth discussion in this video Autorig interface, part of After Effects Duik: Rigging & Animation Tools.
- [Instructor] I'm currently in folder 04, 01, Autorig Interface. The most robust and popular tool within Duik's Rigging toolbox is the Auto-Rig. For a while, Duik's users would use the IK button right here to rig up each and every part of their character design, then parent them together into one larger character rig. But then one day, the developers of Duik were like, "Hey, most our character rigs are totally similar. "Why don't we just automate the process even more?" That was a paraphrase, by the way.
But nonetheless, they did just that. So instead of stitching together several IK rigs, we can just use the Auto-Rig to set things up with a handy-dandy easy to use menu. So let's go ahead and click on the Auto-Rig button in Duik and take a tour of what that menu has to offer. Up at the top, you'll see that we have three different button settings. The Plantigrade, which is human feet or primates, rabbits, and bears, the Digitigrade, which would be like cats, dogs, dinosaurs, birds, and then we have the Ungulate, which would be like horses, cattles, giraffes, pigs, deers.
It has all those examples there, obviously. If I click on the Plantigrade and we click the Back leg button, you can see that it actually looks like a human leg. I'm gonna hit Cancel. If I select Digitigrade, click on the Back leg, we can see the difference. It already starts looking like it has a few different joints and a few extra parts. I'll hit Cancel again. And let's go ahead and take a look at the Ungulate. Back leg. You can see that's much more like a deer's leg. Much more like claws and hooves.
I'm gonna hit Cancel again. For the most part, we're gonna be working with Plantigrade or upright walking characters, so I'm just gonna leave it on that for this example. Towards the bottom of the menu, we have the Front leg / Arm, the Back leg, Spine - Neck - Head, and Tail. These are our options if we want to rig up individual pieces or just different segments of the body. If we look at Front leg / Arm, this would be like an actual human arm. The icon looks like a hand. The reason it's also Front Leg is because, you know, bears, they walk both on their front and their back legs.
I'm gonna hit Cancel. I'll go over to Back leg. Looks almost exactly the same. We can hit Cancel. Another option we have is Spine - Neck - Head. This is how you rig up a body. So you have the option of doing the head, the neck, and the neck can be multiple layers, so if you have a giraffe with a really long neck, it can have from one layer to whatever other layer you want to use. You also have spine, torso, chest, and thorax that you can hook up, and that also goes from whatever layer you choose to whatever other layer you choose.
And finally the hips, pelvis, and abdomen. I'm gonna hit Cancel. You also have the option for Tail if your creatures or your rigs have tails on them. You have your hips, pelvis, abdomen right here, but with the tail, you have multiple different segments from whatever segment you have to whatever one it ends at that you can set right there. You also have the option to have a simple single curve, or two curves in it. I'm gonna hit Cancel. Now, let's take a look at the full character rig. But to simplify things even more, we can just use the Full character rig.
And when we click on this, this will take us through each and every one of these different limbs and allow us to fill it in. So when you use the Full character rig, it does a great job streamlining, parenting, and connecting all your different body parts to a single rigged character. I'm gonna hit Cancel here. The Auto-Rig is a pretty intuitive interface. It's very helpful in creating character rigs. If you want to exit it, you can just hit Cancel down here or you can go back up to the little person icon to go back to the Rigging Menu.
And there you go.
- Inverse kinematics
- Character design and rigging
- Automation tools for rigging: Autorig
- IK rigging with puppet pins and bones
- Rigging with Rotation Morph and other rigging tools
- Animating a walk cycle
- Automation tools for animation
- Animation and interpolation tools
- Camera tools