Introduction
Skeleton rigs in Maya are built using the joint tool, and by using this tool, we try to mimic as much as possible the way a real skeleton behaves on actual person. Building skeletons for characters however don’t require all the actual bones a real person might have. If this was the case, rigging would be a lot more tedious then it already is. Instead, we implement only the necessary joints, sections of the character that bend and/or rotate.
Blobby Model
Step 1
The first step in all rigging is actually drawing the joints. Joints can be drawn in either front or side view, depending on how your character is positioned. Once in either of the two of these views, you must make sure you have the option box ticked X-ray Joints, which can be found in the shading tab, just right of the Q select tool.
- Your first joint must be placed roughly at the same height as the groin, but slightly more to the right if viewing the character in frontview.
- The next joint will be placed where the knee is located on the Blobby Character
The following joints will be placed at where the ankle starts on the blobby character, then at the ball of his foot, and finally at the toe of his foot.
Step 2
In this next step, we must begin to give names to our specific joints, to allow for ease of access to various joints in our rig. When rigs get much more complex, naming conventions are crucial, as the outliner can get a little messy if we were not to name our joints. The joints should be named as such
- l_Hip_Bind_Joint
- l_Knee_Bind_Joint
- l_Ankle_Bind_Joint
- l_Ball_Bind_Joint
- l_Toe_Bind_Joint_End
Step 3
All joints must be orientated, meaning they all must be facing the same direction, otherwise if we were to rotate our joints, they would have skewed rotations, and funny things would be happening. Joints can be oriented in the Joint tool section of maya.
Step 4
Now we must set the preferred angle of rotation on the knee joint. Rotate the knee joint in the axis which roates toward the back of the characer, to mimic the way in which a normal knee would rotate. Preferred rotation of the angle will be set, and so therefore, connecting IKs at the later stage of the rig will be much easier. Set the knee joint back to 0 from the original rotation.
Step 5
Go to create > Locators and create locators at the ankle, ball, and toe joints of the rig. Place an extra locator toward the back of the foot, the heel. Reselect the joint tool, making sure you have orient Joint to World ticked in the Tools setting sections (sets worlds orientation). Now we must create our joints at the 4 Locators we positioned earlier.
The joints should be connected in this manner
Ankle > Heel > Toe > Ball > Ankle
Rename Joints
- l_Inv_Main_Joint
- l_Inv_heel_Joint
- l_Inv_toe_joint
- l_Inv_ball_joint
- l_Inv_Ankle_joint_end
These joints must be added to a new layer to help maintain a clean workspace.
Step 6
In this step, we are going to connect up the joints using the IK handle tool.
- Go to the IK handle tool option box before opening the tool, and make sure the option ikRPsoliver is selected. Leave all other settings as default.
- Now, with this tool active, click the Hip joint (l_Hip_Bind_Joint) and then click the Ankle joint (l_Ankle_Bind_Joint).
- An IK handle vector will be created, rename it to l_Ankle_IK_Handle.
Step 7
In this step we are going to connect the joints on the foot
- Open IK handle tool options, change solver to ikSCsolver (leave other settings)
- Create new IK from joints l_Ankle_Bind_Joint to Ball_Bind_Joint
- Rename Ik handle – “l_Ball_IK_Handle”
- Another SC handle must be placed between the Ball joint and the toe joint (end joint)
- Rename the SC handle to l_Toe_IK_Handle
Step 8
In this step of the tutorial, we are required to make a control for our foot. Controls are the most useful aspects of rigging, as a control makes everything easier for an animator. It’d be much harder selecting IK handles at the ankle and toe of a skeleton to position characters than it would to just select a control that moves the entire foot. A control for a certain part of your rig can be built in any manner you wish, using a CV or EP curve tool, either one will do fine.
Once you’ve made your control, position it under the foot and align it correctly around your foot (make sure to freeze transformations). Rename control to l_foot_Control, and parent constrain the inv_Main_Joint to the control.
Step 9
In this step we are going to add attributes to the control to allow for easier movement of the foot on the rig.
- Open Add Attribute Window for foot control
In Long name selection type the following one at a time, hitting add attribute after each one:
- heel_rot_x
- heel_rot_y
- heel_rot_z
- ball_rot_x
- toe_rot_x
- toe_rot_y
- toe_rot_z
These new attributes control nothing of yet, and need to be connected to the proper atrributes of the joints they are connected to.
- Open connection editor
- In outliner select l_Foot_Control, click reload left in connection editor
- Select l_Inv_Heel_Joint, click reload right in connection editor
- Left menu has newly created attributes at the bottom of the list (from last step)
- Locate the rotations of in the right menu of the l_Inv_Heel_Joint
- Connect attributes from left to right respectively (x-axis to x axis, y to y, etc etc)
Step 10
Proper naming conventions are now required for the new attributes added to the control of the foot. Naming isn’t always required of these new control, however it makes the life of an animator much easier. The rotations of the various axis should be named accordingly to the particular movement of the foot eg, heel_rot_x = Heel_lift
That concludes the tutorial on the inverse rig leg.
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