This class is for students wanting to build fk joints with controls. These can also be handy to mod rigs for custom appendages with simple fk chains. Great for eyebrows, pony tails, pieces of hair and cloth. Custom facial rigs, belts cloth appendages and much more.
Section 1 covers Joint Creation and breaks the joint build into 6 simple steps.
1. Place Joint Pivots
2. Freeze Transforms
3. Orient Joints
4. Tweak X Roll Axis
5. Zero Rotation Axis
6. Mirror Joints
Section 2, Parenting Joints shows us how to parent joints to curves and then to groups to zero out transforms and create controls.
Section 3, Selection Highlighting Shows a neat trick in Maya where we can disable the automatic highlighting of hierarchies which can be annoying in animation rigs.
Section 4, Understanding Shape Nodes allows us to parent multiple curves under one transform node to create fancy controls such as smiley faces which need more than one curbs curve. We then go on to use joints as transforms to parent curves. This is handy as it neatly eliminates an extra transform node for faster rigs.
Section 5 covers doing the whole process quickly in less than 5 mins. We use scripts to help us avoid very repetitive tasks. We use the CG Monks Toolkit which can be downloaded for free.
Section 6 shows us how we can use follicles to allow use to parent joints directly to vertices, this is great for eyebrows or a moustache on a blendshaped face, or belts around the hips or buttons etc.
Section 7 demos the rigging of an entire character in this case Zanzi using a pure fk controls. In the last vid we’ll make some quick mods to give him ik legs and we have a basic but fully rigged character for body controls.
This Page Is Beta: Temp vids and some content may not match.