Tuesday, 4 October 2011

Rigging



  • Kinematics:
    Kinematics can be defined as Bone Engineering
    • Forward Kinematics (FK) – Used mainly for Rotation based animation.
    • Inward Kinematics (IK) – Used mainly for Movement based animation.
    Tool Used: Joint Tool (in Animation Tab)

    Few Important Notes:
      • Joints/Bones are always in Parent – Child Relationship.
      • IK
        • Joints stay of the actual length but IK can stretch
        • Grab the IK controller & not the bone for movement.
        • Make sure that there’s a little bend in the bones while drawing for IK
        • Press & hold to change the size & bend relative to the other joints.
    Skin Binding:

    Steps:
    • Select Joints.
    • Select the Object (Eg : Cylinder with sub-divisions)
    • Goto Menu Skin (in Animation Section) – Bind Skin – Smooth Bind
    IMP: In Hand Rig, the main joint is the Elbow Joint.
    Exercise 1:
    Create a simple Box Model of Hand. Create Parent – Child Relationship & setup a simple Joint.

    IMP:
    • P is used for Parenting
    • Always Select Child First & then the Parent Object for Parenting.
    • Pivot is Moved to the Edge of the object for Correct Rotation of Hand.
    MAYA Project : Exercise 1

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