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Friday, May 24, 2013

Rigging human in maya


LEG
leftHip
leftKnee
leftAnkle
leftFoot
leftToe

telapak kaki
leftRLBase
leftRLToe
leftRLFoot
leftRLAnkle

set telapak kaki to freeze transformation

skeleteon ikhandletool -->ikRPsolver
from hip to ankle
name ikHandle_leftLeg

skeleteon ikhandletool -->ikSCsolver
from ankle to foot
name ikHandle_sc_leftFoot

from foot to toe
name ikHandle_sc_leftToe


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

create foot control with corcle 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 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 (KE ATAS)
footRoll  6 RLFoot  rotate X 12
footRoll 10 RLFoot rotateX 20
footRoll 5 RLtOE just key
footRoll 10 RLToe X 65


------------------------------------HAND----------------------------------
leftClavicle
leftshoulder
leftElbow
leftForearm
leftwrist

skeleteon ikhandletool
clavicle to shoulder
shoulder to forearm

open hypergraph connection
klik effector , then insert, move to the wrist

klick clavicle and back3 hit P

make cube from cv curve took that to the wrist rename rightWristControl
freeze transformation and delete history

move the pivot of that "cube" to pivot of rightWrist
klik that "cube" and shift select ikhandle rightWrist constraint point

make text s took that on the clavicle rename rightClavicleControl
freeze transformation and delete history

move the pivot of that "s" to pivot of rightshoulder
klik that "s" and shift select ikhandle rightshoulder constraint point

klik two of "s" or claviclecontrol , group , rename clavicleGRP

klick clavicleGRP and shiftselect backcontrol parent it

make circle nurbs .. to rotate the wrist. klik circle, klick joint wrist, orient


klik cube klik circle, constraint ,point


klik rightForearm then rotateX klik, pilih expression ,,tulis rumus
rightForearm.rotateX = rightwristcontrol1.rotateX*0.3;

select rightwristcontrol1 , add atribute = "fist" defauland min =0 , max =1
, set driver key =  rightwristcontrol1 , and set driver key to joint finger except ibu jari
rotate

untuk ibu jari set rotate x,z, and y


-------------------------------------BODY-------------------------------------

7
root
hip
bakc1
back2
back3
neck
basehead
skull

skeleton-- spline handle tool
neck to hip

go to show unselect joint ,, select vertex mode
deform create cluster -- relative on --  letter c

ctrl + a , ctrl + klik and drag to move that cluster

from back 3 to hip that cluster

rename clusterhandle
to clusterneck, clusterchest ,clusterabs, clusterhip

select all cluster and root hit p to parent

then leg shift select to hip and hit p to parent


-- Make cube to animate easily
make cube from cv curve 1 linear
hold on v

took the curve cube to "dada"
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

so the other


--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


window -- general editor -- connection editor
chestcontrol reloadleft --- ikhandle reload right

rotate y -- twist





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