- nDynamics menu, "Create Passive Collider" and "CreatenCloth" to create a cloth simulation
- In Animation menu, create the armature using a Joint Chain
- Skeleton >> Joint Tool (Shift+Ctrl to add to menu bar)
- Animation >> Join Size (Size the joints
- Three points can already create a basic arm
- Will be parented to the very first point that is created
- X Ray joints just allows you to see the joints within the mesh
- Always place joints in the orographic view (Top for arms)
- Hold shift down to create aligned joints
- 4 Joint Points (3 knuckles and a finger tip) from the palm join for each finger, make sure to hold shift when doing so, otherwise the rotational values will be all over the place and will eventually start to bend weirdly
- You could put the mesh into a separate layer when adding these joints
- Move Axis in Tool Settings will allow you to control the direction for where you want to rotate the joint points
- End joint will not have an influence on the geometry, and is merely there to show where it all ends
- No need to be particularly accurate when it comes to the number of joints in a body
- Try to get it central within the geometry
- Perspective view might work for this part
- Do not translate, rotate
- Root joint is the first joint
- Mirror Joint O>>YZ Plane
- Select L change to R
- Place the joints, name the joints
- Right Click and select Vertex to see purple coloured points
- Select Root Joint then Geometry
- Skin >> Smooth Bind
- Interactive Bind are for more complex objects
- Bind To >> Joint Hierarchy
- Bind Method is how the mesh will be affected >> Closest Distance
- Max. Influence >> 3 (Rule of Thumb)
- Paint Skin Weights Tool to adjust influence of areas that should retain its shape when bending
- Look more into weight painting
- Adjusts the joints of the mesh
- Constraint >> Orient, then Freeze Transformations and Delete History
- Orient Constraint >> Y
- Create >> CV Curve Tool
- Hold D to move pivot about
- Constrain >> Orient with Wrist Join and Mitten Shaped Outline
- Add Attribute:Lone Name: FistData Type: FloatNumeric Attribute: 100 (One in the middle)
- Set Driven Key >> Load Driver >> Select Attribute (Fist)
- Select all of the joints >> Rotate Z
- Adjust thumb where it should be
- Skeleton >> IK Handle Tool
- Current Solver: Rotate Plane Solver
Friday, 27 February 2015
Rigging an Arm in Maya
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