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An Essential Introduction to Maya Character Rigging. by Cheryl Cabrera Chapter 5 Skeleton Setup for a Biped Character: Joint Placement. Characters by Faye Helfer, Nathan Englehardt, Dan Nichols, Nick DuBois, and Mark McDonald. Traffik by David Bokser (2003). Joint Placement Workflow.
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An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 5 Skeleton Setup for a Biped Character: Joint Placement
Characters by Faye Helfer, Nathan Englehardt, Dan Nichols, Nick DuBois, and Mark McDonald.
Replace Reference and Remove Reference can be found in the Reference Editor under the Reference menu.
Import Objects from Reference can be found in the Reference Editor under the File menu.
The image of the character on the left looks similar in scale to the image of the character on the right. However, on closer look, the character on the left is actually the scale of the image in the middle. Make sure that your character is not too small, as it will cause problems with some tools and when animating.
The Joint tool can be found in the Animation menu set (F2) on the keyboard under the Skeleton menu.
The long bone radius changes the size of the joint based on the distance it is from the following joint. Changing the long bone radius to 0.5 will prevent this.
A sphere that has been created at the origin and is in World space.
A sphere that has been moved from the origin and rotated shows a different coordinate system called Object space.
A sphere (left) that has been moved from the origin and rotated with its parent shows a different coordinate system called Object space. The same sphere (right) showing Local space.
Local rotation axis set to XYZ on a vertical joint chain, where the axis does not line up from one joint to the next.
Displaying the Local Rotation Axes in Object Mode requires that each and every joint be selected.
Displaying the Local Rotation Axes in Component Mode requires that the top of the hierarchy be selected to see all of the Local Rotation Axes for that hierarchy.
Moving a joint into place will also move any joints below it in the hierarchy (left), unless the move pivot mode is toggled on by pressing the Insert key on the keyboard (right).
Rotating or scaling joints into place requires the Freeze Transformation command to reset the values.
Warning signs for non-zero rotations appear during the reorientation process if the joint’s transformations have not been frozen.
Manual rotation of a joint’s Local Rotation Axis is possible for fine tuning joint rotation.
A MEL command can be used for precise rotation of the axis.
An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Assignment 5.1: Creating a spine, head, and neck skeleton
An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Assignment 5.2: Creating an arm and hand skeleton
Placing and renaming the middle, index, and ring finger joints.