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Tuesday, January 27, 2015

Rigging human tutorial part 3 (hand rigging ) with maya


This tutorial will show u how to rig the hand, with fk/ikhandle
make joint like this picture
rename it like this below

leftClavicle
leftshoulder
leftElbow
leftForearm
leftwrist

move joint according size of your human character

add the ikhandle to your joint
add ikhandle from leftClavicle to leftshoulder
add ikhandle again from leftShoulder to leftForearm

open hypergraph connection
click effector ,move tool,  then insert, move to the wrist joint

result:
u can move the ikhandle from wrist joint , but you can rotate leftforearm joint independently


now make a finger joint

go to component mode (f8 on keyboard) click and rotate to right axe, we change the axe of axe

make a  hand joint controller
make cube from cv curve again snap to wrist joint, (hold on "v" on keyboard and middle click to wristjoint)

click clavicle and back3 hit P

Monday, January 26, 2015

Rigging human tutorial part 2 (body rigging rigging ) with maya

This tutorial will show u how to rig the body make your joint depends on your human 3D body and set like this and rename it

root
hip
back1
back2
back3
neck
basehead
skull

then make your spline to control your body ...
skeleton-- spline handle tool
click neck and click again  hip not root.. but hip...



go to show above beside panels, lighting, then unselect joint ,,
right click then select vertex mode , select upper vertex
click deform --> create cluster -- relative on --  then choose create --then letter C appears

ctrl + a  to open attribute editor
,choose the cluster1handleshape tab, u have origin  on the Z box hold down click ctrl + klik and drag to move that cluster
 
do that to another cluster there is 4 cluster  from back 3 to hip that cluster 
rename clusterhandle 
to clusterneck, clusterchest ,clusterabs,clusterHips

click clusterneck and move the point of clusterneck to the right place to the joint
hold v and middle click . to move point of cluster to the same point of joint
clusterneck to neck joint
clusterchest to back3 joint
clusterabs to back2 joint
clusterhips to hip

select all cluster shift select and click root hit p to parent

click leg joint shift select hip joint p /or parent that


now we have to make controller to control the body 
1. make cube from polygon for the reference
 , then we just make cube from cv curve 1 linear hold on v make cube with polygon cube reference
hold v middle click to the joint. and the cube will move to right place of joint 

freeze transformation and delete history
rename to chestcontrol
duplicate took the copy of curve cube to "root"
rename to hipcontrol

make circle from nurbs
took that to between hipcontrol and chest control
delete history rename abscontrol

make like star from nurbs 
took that on hips
rename hipswaycontrol

make doublearrow from cv curve tool
took that behind the neck
rename backcontrol

--make constraint

select the backcontrol shift select the neckcluster 
took constraint then choose point
backcontrol to neckcluster
chestcontrol to clusterchest
abscontrol to clusterabs
hipswaycontrol to clusterhip

parenting time

--parenting to the parent

 select the abscontrol then hipcontrol then choose p

 select the hipswaycontrol then hipcontrol then choose p

 select the chestcontrol then hipcontrol then choose p

 select the backcontrol then hipcontrol then choose p

select hipcontrol then rootjoint then constraint then parent

Rigging human tutorial part 1 (leg rigging ) with maya


So in this tutorial i will show u how to rig the leg ...
first time u have to make your human 3D.. u can download it .. just search in google

first

make your joint 5 point of joint
use joint tool in autodesk maya and rename it from above to below

leftHip
leftKnee
leftAnkle
leftFoot
leftToe

                   And then u have to make ur 3  ikhandle to control ur human leg 3D in autodesk maya
- from leftHip to leftAnkle make ikhandle ikRPsolver click from leftHip and then click again in the leftAnkle. name that ikhandle to ikHandle_leftLeg

- from leftAnkle to leftFoot make ikhandle ikSCsolver click from leftAnkle and then click again in the leftFoot. name that ikhandle to ikHandle_sc_leftFoot

-from leftFoot to leftToe make ikhandle ikSCsolver click from leftFoot and then click again in the leftToe. name that ikhandle to ikHandle_sc_leftToe


Second 

make your joint like this

rename the joint above like this
1. leftRLBase
2. leftRLToe
3. leftRLFoot
4. leftRLAnkle

Third


then parent joint to ikhandle

parent ikHandle_leftLeg  to LeftRLAnkle
parent ikhandle_SC_leftFoot to leftRLFoot
parent ikhandle_SC_leftTOe to leftRLToe


Fourth

create foot control with circle nurbs
rename leftFootControl 
then add atributer --> footRoll --> data type = float min -10 max 10 default 0



---to control the dengkul
++ create text "R" and "L"  to control the knee / dengkul
++ then select that "R" shift select ikhandle klik constraint -->  pole vector


to control footRoll
--animate then set driven key
set leftFootcontrol to drriver
and 
leftRLFoot, RLToe , RLBase to driven

footRoll -10 RLBase rotate X -35 (up)
footRoll  6 RLFoot  rotate X 12
footRoll 10 RLFoot rotateX 20
footRoll 5 RLToe just key
footRoll 10 RLToe X 65

Tuesday, January 13, 2015

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