Join George Maestri for an in-depth discussion in this video Setting up elbow controls, part of Maya: Character Rigging.
Now that we have an IK/FK switch on the arm, we need to add one more control, and…that's to control the direction of that elbow joint.…Now, this is going to be very similar to what we did with the legs.…We have these controls here which control the knee joints, and they do that using…what's called a Pole Vector constraint.…So we're going to do the same thing here for the elbows, and as you can see, I've…already put in our little icon here it's called L_ELBOW_AIM, and basically…we're going to set this up like any constraint.…
We're going to select the constraining object, the constrained object and then…apply the constraint.…So in order to select these, I probably need to go into the Outliner.…Now, I can see this object very easy.…This is my constraining object.…It's called L_ELBOW_AIM.…My constrained object is my little IK handle way down here.…Probably the easiest way to get to this is just find it in the Outliner and I…can Ctrl+Select it here, it's called IkHandle_LArm.…
Now that we have them selected in the proper order, Constrain > Pole Vector, and…
- Understanding the basics of rigging
- Creating skeletons
- Modifying joint attributes
- Working with inverse kinematics and constraints
- Rigging characters
- Using Maya's new HumanIK skeletons/rigs
- Setting up an FK/IK switch
- Creating custom facial rigs
- Binding skin using Smooth Bind
- Painting and editing skin weights
- Using expressions to rig a character's mouth controls
- Controlling eye direction
- Finalizing a rig
Skill Level Intermediate
1. Getting Started
2. Skeleton Tools
3. Inverse Kinematics
5. Creating Basic Rigs
6. Advanced Rigging Controls
7. Facial Rigging
8. Skinning Tools
9. Advanced Facial Rigging
10. Finalizing the Rig
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