Join Adam Crespi for an in-depth discussion in this video Adjusting the size and components, part of Working with HumanIK Rigs in Maya.
Once we've got the skeleton created, and it has the right number of parts here…in the Skeleton Tab in the Character Controls, we can get the skeleton…positioned in the mesh.…And I am going to make a fix to the mesh first.…The skeleton creates around zero-zero.…If we look in the Top View here in a wireframe, we can see it's perfectly on that grid.…For this particular character, and for many characters, it's easier to make sure…that character is on the skeleton and then nudge the skeleton slightly versus…taking all the bones, and pushing and pulling them back and forth.…I'll go into my Channel Box and right-click on my character's layer called…Geometry and choose Select Objects.…
It looks like the eyes need to be added on, so I'll make sure I'll catch them in…the selection by holding Shift, and adding them on.…Now what I'll do in the Top View is take this character, and slide it forward,…making sure I press-and-hold W, left-click and hold anywhere and choose the…World axis for movement.…I'll pull him forward, lining him up as well as I can on zero-zero, and we…
- Planning the workflow
- Creating the skeleton
- Creating animation clips in the Trax Editor
- Baking animation
- Sending control rigs to MotionBuilder