Join George Maestri for an in-depth discussion in this video Measuring the joint chains, part of Rigging a Cartoon Character in Maya.
- So at this point we have the IK for the legs set up.…Now the next step in creating a stretchy rig…is to measure the joints.…We need some hard numbers in order to…to calculate the stretch.…I need to add in three measurements here.…I'm going to zoom in here.…We're going to add a measurement for…this top joint to here,…and then from this one to here.…So that will measure the entire length…of the reference chain.…And then we're going to measure the entire…distance of this IK chain.…
And from those we can then calculate our stretch.…We can measure joints using our Measure TTools,…Distance Tool.…Now when I click on this I need to select the top of this…to the bottom of this.…But I want to make sure I snap to that,…so I'm going to go ahead and turn on Snap to Points.…I'm going to go ahead and measure from here, to here.…Notice how it creates 2 locators and then also…it creates the distance, which is kind of nice.…Now I'm going to do another one,…I'm going to do, go ahead and do…Create, Measure, Distance Tool.…
This time we're going to go from here, to here.…
- Creating stretchy joints with expressions and the Node Editor
- Adding spine stretch
- Setting up IK/FK switching
- Manipulating faces with blend shapes
- Skinning the character
- Creating controls for facial animation
- Rigging the eyes
- Testing the rig with a simple animation
Skill Level Intermediate
1. Creating Stretchy Joints
2. Creating Stretchy Spines
Adding spine stretch6m 58s
3. Setting Up FK/IK Switching
4. Skinning and Blend Shapes
5. Facial Rigging
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