Join Henry Santos for an in-depth discussion in this video Basic rigging features, part of MODO Essential Training.
- [Instructor] So if you look at this clock in our window here, and if I select the clock base, that's essentially where everything is connected to. So I'm gonna move that around. That moves around, pretty cool. So everything is connected. Then now, if I select the hour hand and rotate that, that rotates. On it's own, around that central base. So this base acts somewhat like a parent.
Actually, that's what it's called in MODO. In a basic rig we have the parent/child relationship, where the base is the parent and each one of the arms are the children. So, if I select the arms and move them around, they can go somewhere else. But still, they have to tag along with the parent, much to their chagrin sometimes. Let's undo that and bring this back there.
Now, let's take a look at our item list. And in the item list, we have our clock base, I like that, there it is. And that's colored lavender. I'm gonna open that up and within that clock base, we have these three different things, the bar second, bar minute, bar hour. And these are color-coordinated, we can change the colors by just right mouse clicking. So, right now, our second hand is orange, that's color-coordinated. And we have green and then blue.
Let's make that a darker blue, the bar hour. You can right mouse click over that and in the contextual menu, we can go up to Editor Color and change that to a more obvious blue. There ya go. Well, close enough. Being able to color-coordinate these and colorize the items in the item list is very helpful in rigging. Let's take a look at the very basics, here.
This rig, right now, we're looking at it directly in the front view. What we have is that each bar is connected to the central root, and that root is the clock base. And what we're doing is rotating around the center point of that bar. Remember in the previous video, we took a look at how centers can be moved around in the scene. If I go to Centers Selection, select the center of that hour hand and move it somewhere off there.
And if I go back to Items Selection, select that hour hand and if I rotate, then it's all off-kilter. So, having the centers in the right location is important. Now, let's take a look at this hour hand, and let's say that we want the minute hand to rotate based on the rotation of this hour hand. So, they're gonna be connected somehow. As we go into more complex rigs, we can delve into this a little bit more, but I just wanna show you the basics of what happens here, and how we can set up a basic rig so that all we have to do is rotate the hour hand and the minute hand rotates in a predictable way.
Another area that we're gonna go into in the Setup tab, is the Channels tab down here where the properties are. We're gonna be looking at channels a lot. Right now, we're rotating the hour hand along the Z rotation. So, we have the Z rotation down below here. If I look in the channels. So, it's under rotation, and rotation Z. And that is color-coordinated, as well. It's in the blue direction, so I'm gonna click and drag that into our schematic view.
And our schematic view is kind of like a work table where you can connect things in different ways. Let's do the same thing that we just did for the bar hour, to the bar minute. Let's grab the rotation Z because we want that to rotate in the same way. So, I'm gonna tie these two together by clicking and dragging on the rotation value, here, for the bar hour. That's the thing that's being driven by the rotation. So, we can connect these two and you'll notice that they rotate and they connect in the same way.
Click on the bar hour. There it is. I'm gonna rotate that, and now the bar second follows along. So, this is essentially now a child, but it's a different relationship. The minute hand is borrowing the value of the rotation in there. Without getting too complex, let me just do one last thing. I'm gonna say the bar minute needs to rotate 12 times each time the bar hour rotates.
So, that mimics that clock dynamic. I'm gonna go to Add. The add options are right on the very top of this schematic view. I'm gonna go to Channel Modifier, and we're gonna do some math. Not a whole lot of math, but just enough. And under Math, we have Basic Math Multiply. Select that and we have this little doohickey here. I'm gonna click and drag this noodle, that is another term for many node-based workflows. So, we have that noodle there.
These two areas here, where the X, that's a multiplier. That's where we put stuff into it. So, now we can put the rotation, so however much the bar hour rotates in the Z rotation, it's gonna go in here and then it's gonna be multiplied by something. And it's gonna output a value. So, that output value, then. I'm gonna grab a noodle by just clicking and dragging on that output and bringing it into the input of the rotation of the bar minute.
So if I rotate that hour, nothing happens. Because, as math says. I highlighted this math node, here. The other value is zero. So, whatever value I put into the top little area, here, the input, It's gonna be zero. I'm gonna go to my channels here on the right side of the screen, in this panel. I'm gonna change that B value from zero to 12.
Now, whatever the rotation is for the hour, the minute hand rotates 12 times as much. I think I've taken enough time on this. In the next video, we'll take a look at how we can streamline this process by using locators.
- Building simple 3D models
- Working with primitive and preset objects
- Using deformation and duplication tools
- Subdivision (SubD) surface modeling
- Understanding replicators
- Creating a fusion model with MeshFusion
- Adding lights
- Shading with materials and UV mapping
- Painting and sculpting
- Animating your scene
- Rendering and exporting renders