Autodesk Maya 2018 - Simple Character Rigging Part 1 of 3

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👍︎︎ 1 👤︎︎ u/MarS_0ne 📅︎︎ Feb 01 2018 🗫︎ replies
👍︎︎ 1 👤︎︎ u/MarS_0ne 📅︎︎ Feb 01 2018 🗫︎ replies
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hello there so in this video I'm going to show you how to do a pretty simple rig in the latest version of Maya so before we even start to rake what we want to do is we want to make sure that our seam is set up properly so make sure that you don't have its make usually open the outliner so to view the outline and just click here to open it make sure that you don't have anything here in the history just anything just all you want to do is have your character and that should be it make sure you go to delete edit the little by type history so you don't have anything there make sure that your character has to be sitting on top of the grid so it has to be on top of the grid this should shouldn't be like in the middle like this it should always be on top and to do that click here it should know sitting on top of the the origin of the grid so there we go so now that we have our character here a model if you know have this specific model I recommend you view my other video tutorials on how to model it and texture it so that you ready specifically for this tutorial but you can use any model I mean obviously so first things first we want to make sure that our model is in a separate layer so select it and go here and let's name this model save it now select my character right click and add select it and now as you can see I can change the the settings for it so that right now if I have an R which means I can't really select the model which is tell me what I want I don't want to be clicking on the model by mistake so first things first when you're rigging you want to create two joints let's go ahead and start with dr with the legs so what I'll do is I'm going to press spacebar and good with my side view here make sure you're in wireframe mode and go to switch your workspace to rigging you go to skeleton create joint and let's create one maybe up here all the way to the knee up to the of the ankle bone here the toes and the toe tip I'm going to press ENTER and there we have it by the way if your joints are looking a lot smaller than mine which they probably are go to display animation George size you can change the size of these guys is that mine - like five maybe there's that I'll go to front view and what we want to do is we want to move these guys just a little bit so that they're they work better with our geo this is one of the reasons why you when you model a character you want to make sure that you're making it now really straight so the legs in this case they should probably have been straighter than this having a little bit of an angle but I think in this case should be fine I mean we could do just a tiny bit of rotation like this just to get it to you know fit the shape of the model a little bit better so there we go now what we're going to do is we want to name our or joints you always want to name joints um you're doing rigging so let's start with the top top we're going to name it L for left and just go this lag T for lag top then underscore J so this is a joint select the knee I'm just copy paste the name now call these me from is for J now make sure we have that elected so L on the score kotas our foot joint this one toe finally [Music] this is our toe tip useful Jay so there we have it so now we have our joints named correctly now by the way if you're not seeing you joints through the character make sure that under shading you've seen x-ray joints so now you can see them so cool so now we have our joints set up and name correctly so what I want to do is I'm going to add another joint in the middle here let's go skeleton create joint you just click here press Enter what I'll do is I'll when the x-axis and also this to zero so it is exactly in the middle you know probably now that's a good location and what I want to do with this one name this my hip so hip core J full joint and I'm going to select select the top with a laptop and then hold down shift click on the hip and press P so as you can see now these guys are connected and now what I want to do is I want to get the same joint but on the other side so to do that just click on this one and the top one and then go to skeleton mirror joints click on the options box set this to mirror across our Y X function behavior and then for the names what we want to do is we want to search for El just da what we named our joint for the left side and then replace that with our and then Maya is going to replace the names so apply and as you can see now we have them on the other side and if you look at the naming now this one's called our oops actually for the naming it kind of messed it up because well on this one at least because I was looking for El and replaced that with our eye so it replaced the UH name of the leg there but should probably fix that let's look at the other ones to see that they're looking good okay I just wanna replace the name for this one we'll do leg there we go so cool so now we have the bottom half of our character so let's move on to the to the rest so next we're going to create the arms just go ahead and go to skeleton create joint let's start at the elbow so maybe around here and go to the actually start at the shoulder then go to the elbow at the rest here let's go to top view see what it is looking like let's possibly start one of the fingers if we're here one pair [Music] they're pressing enter and okay this one's looking good we want to move this car just a little bit more here then for these guys you have to really get these guys in there everyone since our character has his fingers kind of like bent like this it's gonna be just a little more difficult to set up so this should be where the knockos go so maybe like right there this was our first bent sky [Music] so there we go on that one again this is gonna be kind of difficult to do because our fingers are bent like this one thing I can do is press control-d from the top of these guys and you just move these guys into place [Music] there we go let's do this kind of control deduplicated to the side [Music] to the next one [Music] and finally let's do that Tom here and for this one I don't need these guys I'm gonna delete it so I think that's looking good [Music] so now we have to go ahead and name these guys so we're gonna have to do the same as we did with the other side shoulder this is our elbow [Music] [Music] this was our thumb Oh 1j and then we'll copy the name for the second one then just go this 102 and the tip is just gonna go 3 let's name this guy index Oh 1j and then just successively name the other pieces [Music] [Music] [Music] [Music] okay so now we have over our joints named appropriately and placed where they belong and if you see that they're not placed correctly you can always know how to move this hat around so now let's go ahead and create yeah let's create the clavicle for this guy let's go to front view go to joint 3/8 let's place it around here press Enter let's go to the side view just moving a little bit forward that's kind of where the clavicle shoot oh yeah that's good to select these guys and shift press P to parent it then let's call this our left clavicle so now what we'll do we're gonna create the other spine for this guy so let's go to click on this guy so you have it selected then go to our side view let's go to start and create joint let's see you let's start start here [Music] do the neck and and they rot ahead and press Enter or something like this yeah I think does your work and what I'll do is I'll click on this guy and that press Pete oops like chilly all the way around let's click this guy and then that recipe there we go so that's our or spine here so let's call it that let's start calling it spine this is our neck [Music] [Music] and actually for this guy's just noticed I made a mistake these guys don't need to have the air left naming just there's only one so let's delete the L [Music] actually let's name this one hair [Music] okay so now we have this guy's named so we do want to connect this guy to this guy let's press R P actually oops it's this guy and then that then press P so that does those guys are connected so as we can see now this is what it should look like so now that we have everything named correctly now one thing we want to do is we want to mirror dia the arms let's do that we're gonna do the same way which we did with the elec source code or skeleton mirror joint options box then replace the L with our and then same settings as before oops select it from here from the clavicle and there we go and then just double check that the names are correct and just look at the air our outliner just make sure that everything is connected and named appropriately and it seems like it is so yeah so that's basically we do the just a joint but before we continue something else we want to do is we want to make sure that the orientations for our joints are correctly and first let me expand all these guys [Music] what I'll do is I'm going to select all of these guys and then go to this play transform display local rotation axis and this is going to show me the rotations for the local axis and as you can see here so what we want to do is we want to make sure that the y-axis points up only local orientation in the x-axis points towards the whatever joints next to it so like this one looks kind of good so this one's pointing the X is pointing down towards the next joint and then the y axis is pointing up and as you can see we have some here that are not really following that for example the ones that we mirror are going the opposite way so to make sure that we have our orientations correctly by the way the orientations matter a lot because if you have to messed up once we connect controls to our joints everything's just going to kind of break so you want to make sure you have your own tension working correctly so for example this one's completely wrong where it has the X going up actually no that one's that one's fine but anyway let's go ahead and fix that to do that we can either do it manually or use a script so let's go ahead and use the script first so what I want you to do is go and download the comet joint orient script in the description below whilst you have to download it open up the instructions on how to install that and and then load it in the script editor if you go to file open script and you can load that file it's going to show up here which is comic orient joint then what you want to do is you're gonna type this so comet joint orient parentheses then Colin here so exactly like this and right-click on it and click on execute that's gonna show dr its going to open up this window which is the actual script so just follow the instructions i comes with instructions on how to install it so you shouldn't be lost there and if you have any questions just leave them in the comments below so with that said now that we have this open what we want to do is we want to select and all our joints so select them all again then we want to set our game access to X and up access to Y go set the world to one on the y axis and then let's just do the Orient joint and as you can see now the script just kind of did all of that for for us so we just fixed it we also want to double check if they're good so so you can see now the y axis is pointing up when the X is following the next joint so if I'm looking at the fingers for example they look pretty good that thumb maybe of just a little bit we're gonna have to fix that one manually just a little bit wrist looks good elbow looks fine this looks fine that's good look at the other side okay so that looks good I do want to fix this one because this one should be pointing up right now it's pointing to the side as you can see so to fix that guy I'm going to do it manually so let's do it manually this time is close that go to skeleton or a joint options box and then here I'm going to deselect or in children because if I do have that enabled it's gonna change everything in the game I'm gonna change this guy then click apply and that kind of fixes it so for this guy what I'll do is I'm going to set it to the settings so I want to make sure the do I access points that way in the X down do the same with this guy Y access point for X down let's look at this guy here same things used to same settings this looks fine okay so those guys are good and full the top guys one make sure that the access is set to the wife facing forward X up so I have my settings set up this way so primary XY Y and Y is negative then do the same for this one just to rotate the y and for this one what I'll have to do is close and I'll have to rotate it manually so to do that go to so to do that what I have to do is just blow take this guy and let's do negative 180 so now we have the Y facing correctly I still have to fix this guy at the bottom so let's go to or in joint and I think I'll set aside to go into work just to fix it okay I think that should work so that's pretty much all we need to know for the main skeleton of the of the wreck and then we're going to move on to creating the controls for our character
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Channel: 3dEx
Views: 417,502
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Keywords: Autodesk Maya 2019, Autodesk Maya 2018, Autodesk Maya 2017, Maya 2016, Maya 2015, 2014, 2012, 2013, 2011, how to, learn to, tutorial, simple, step by step, instructions, easy, fast, rig, rigging, animation, 3d, 3d modeling, texture, texturing, latest, mirror, best, easy to follow, beginner, intermediate, advanced, joints, skeleton
Id: cOokoFED7QE
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Length: 26min 59sec (1619 seconds)
Published: Fri Dec 29 2017
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