Showing posts with label Advanced Maya. Show all posts
Showing posts with label Advanced Maya. Show all posts
Wednesday, 11 January 2012
Tuesday, 18 October 2011
Rigging - Continued
When rigging a Biped Character (Eg. Human), draw joints separately for lower body, i.e.:
- From Hip To Foot
- From Pelvis To Head
- From Chest To Hand (Wrist)
- From Wrist to Fingers (Individually)
Note:
- To Duplicate Joints - Mirror Joint Option can be used.In animate menu - select Skeleton - Mirror Joint
- When mirroring, make sure that you select the Child Joints and not the Parent Skeleton.
In Animate Menu - Select Skeleton - Joint Orient.
Orient Joint:
It is required to make sure that the joint orientation is matched with the world orientation.
Note:
- In Outliner, select the complete joint , then Joint Orient.
- To view Joint Orientation : Display - transform display - Local Orientation Axis.
Tuesday, 4 October 2011
Making Of Oscar - The Warrior (Part 1)
Oscar – A Concept Character’s Modeling
Character Design by : Brian Reynold
Reference Image: www.images.google.com
The following Reference Was Used in Maya 2012 for:
- Front Viewport Reference (1st Character)
- Side Viewport Reference (2nd Character)
The character was started with the blocking of his torso by a cylinder with 10 divisions in height. The cylinder was then stretched and squashed (in Vertex Mode) to match the Torso in Front & Side View.
Later with the help of another 2 cylinders, the arm & leg was blocked & modeled by using the same method for torso.
Here’s the modeled screenshot & the file for the character:
In Polygon Model View:
In Smooth Polygon Model View:
File Link: http://www.mediafire.com/?bloc1r65mm3c703
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 D 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.
Video Link : http://www.youtube.com/watch?v=YZSmsYs9bBsProject File Link : http://www.mediafire.com/?usyacikqptcyodi
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