Character Rigging - in MAYA
Rigging is a crucial step in character development and animation.
We're going to do the BodyRigs.
1) Creating Skeletons :
Skeleton > Creat Joints > Reset Tool > Symmetry "off"
And than you are going to hop over to a side view, and selct your joint Tool and creat your Joints.
Copy this whole joints chain and then move it over to the opposite side (Translate X).
Select all of these joints > hit control + D for Duplicate
Rename your Joints
Select all > Modify > Search and Replace Names
And you do it ;-)
Position Arm bones (Another feature)
Skeleton > Creat Joints > Reset Tool > Symmetry "X-Axis"
The feature is called "Projected Centering" in the Tool settings.
joints is at the center of geometry
Than Delete "symmetry Constraint"
Frist and Last Joints is not aligned, you can do an Orient Joint.
Select the frist Joint > Skeleton > Orient Joint Options > Edit > Reset Tool.
Snap NURBS-Circle to Joint
Select Joint > Select Circle > Constrian > Parent > without Maintain offset > Apply
Controlling the hip "CTL_Circle with Joint"
Select Circle > Select Joint > Constrian > Point > Maintain offset: flag that one > Apply
Controlling knee direction
Select CLT Knee > Select ikHandle_Ankle > Constrian > Pole Vector > Apply.
Connecting body Controls
CLT_MAN >> CLT_Body >> CTL_Pelvis > CLT_Hip_R & CLT_Hip_R.
Offset Parent Matrix
Node Editor > Matrix >>> Transform > Delete Line > select CTL > Transform 0,0,0
Connecting spine Controls
SELEC CTL Spine > Joint spine_1 > Constraint > Parent (Without Maintain offset) > Add
FK and IK switch for Arm
FK : Parent CLT with Joint (Point and Orient "MainOffset" )
IK : Parent Shoulder CLT with Joint (Select CLT +Joint > Point) . And for IK handle i want this IK handle to be a Child of my CTL..... IK Handel > under > CTL
Cup of Rigs - in MAYA
Merge two or more NURBS Curves in Maya
Outliner > cmd + G /Create a new group > Display > shapes = flag that one > select 2 NURBS and group >
Write in the MEL commands : parent -r -s > Enter > Display > shapes unmarked.