Basic Human IK Maya Tutorial

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all right so if you did the last video I forgot to mention if you want to bring everything back you have nothing selected and hit shift I and then you will see everything again okay so on this one what I'm going to do basically is create the human eye Carrick that's all we're gonna rig our character okay so to do that what you're going to do is this select the model you don't select the eyes or hair or anything like that just the the model itself and then you're going to go you're gonna switch from modeling to ringing and you're gonna go to skeleton human eye k and basically human okay what it is is a an auto rig solution it's particularly really good for mocap I'm honestly not a huge fan of animating in it but to make a rig is a big long thing I actually teach the rigging class as well and there's like a whole process to that so that's why we're doing this is that it will take you weeks and weeks to do a good regen you have had a more advanced knowledge okay so we're gonna use this so first you gotta do is create a skeleton and what its gonna do is your character if you look these are centimeters okay so this is only I think it's like 12 centimeters so your character is only like I don't even know it is like what eight centimeters so if you look it's actually the skeleton is actually really big we do show all there we go so you can see it's actually probably quite a bit larger so to make it smaller you'll see the center locator you want to select that that's the thing everything's parented to make sure it's that and not this you do not want to scale from here you've got to be this not this this that so I'm gonna are for scale grab it by the middle make sure you grab it you're scaling it universally so it gets close I'm gonna hit for frame now framed on that okay that's a little too small so I'm scale that back up and what I want you to do is that so obviously can't see the skeleton that well if you click on this button this is x-ray joints so click on that one or you go to shading x-ray joints and that will make it so the joints always see-through okay so what I want you to do is scale this up so that it's roughly where the hips should be don't worry if the arms don't match or any of the other things what I care about is that this is right okay some of us like that all right now I'm gonna do is I'm gonna move it I'm gonna move it back okay we'll stay like that all right that's acceptable all right and we're gonna call that good for now now over here we can make some setting changes so for one if you look this guy has one two three four five fingers oh my god says five fingers okay yours does not so if you go over here you can see you could turn off I would suggest turning off ring finger because ain't nobody gonna marry that so oops probably want to keep the thumb but click off ring finger and you'll see the ring finger will go away okay so just turn one of those off all right if you have toes you can put those on - we don't really need any of the rest of these things are probably fine so next what we need to do is actually adjust the positioning of this so we're go to the definition and we don't do anything here but what I need to do is make sure that none of these turn orange see how this is showing it's validated watch when I do this see how one didn't do anything is that great yeah let me go like this there you go see how it turned orange that means it's no bueno so you want to keep an eye on this if it goes Orange you're pretty much screwed you guys start over I mean I can hit undo but if you went too far and you can't undo then that's pretty much you gotta start over so just keep an eye on it over here we're only gonna do one side of the character and then we'll do we'll just mirror it to the other side okay so for this leg what I'm gonna do is I'm gonna pull it over like so and then so that it's kind of sort of centered you do not you can move this one initially in the beginning but we can't it's gonna let me do it but you're not supposed to rotate this in any way you want to try and keep it as straight as possible and then these next ones you cannot move this way it will not do anything apparently but it should make it go no thank you okay so those have to be the way that they are so let me select this one when I move it over and get it roughly to where I think the hip would be move down to this one where the knee is okay so in order to see the edge loops I'm gonna click on this which is wireframe on shaded or shading wireframe on shaded and I can see that this is a little bit off so I'm just gonna take it and I'm gonna move it forward and up like so making sure nothing gets funky here I'm hit the down arrow to go to the joint below it I'm gonna put this where the ankle should be so notice I'm grabbing this this will move it it doesn't move it side to side it moves it left and / moves it up and forward but not this direction that's the only direction it doesn't go in okay so or if you feel more comfortable which you might want to just use the arrows here okay but do not move it laterally all right so I'm gonna put that roughly where the ankle should be and then the next one is this is for the ball the foot so think if you're on your tiptoes well not the tip of your toes but the ball of your foot okay so where your where your toes come off of so I'm gonna take this and put it grave up there we want it towards the bottom not the middle okay so actually towards the bottom like this one is here and that looks pretty good though that's weren't too bad okay now the spine what I'm gonna do is that so I'm going to take this one I'm gonna move it up and over I went to down arrow and move slow down and over take this and move it down and over so here's the thing if you actually look your chest doesn't really flex right it's a solid piece so this actually you shouldn't have your spine going all the way up it should go up to roughly where I was a little higher than where your ribcage you can feel your ribcage okay so up something like that and it come for a little bit like that alright now it looks like this one this is my neck okay so you're gonna take that I'm gonna put this at the base of the neck right so like kind of where the pit of your neck is you know where your clavicles meet your the collarbones I'm gonna take this this is my head joint so put this right here we're at the base of my head right if I want to turn my head this is where it would rotate from all right now this one here is a clavicle so this I'm gonna bring over and we'll keep in the center I guess I'm gonna bring it kind of down and in like that and then I'm gonna go down arrow and remove this one now this time I can't move these this one's probably okay to do it but this I can't move in a weird direction this way it has to stay on this plane alright so the arms Bend this way right so that's how the elbow bends which means I can't bend things this way with this one when I did my knee it bends this way so I couldn't move it or bend it that way because that's not physically possible it's the same thing here so everything on this one it's gonna move a little bit differently someone put this roughly where the shoulder should be but I can't this one I could probably the first one I could probably move up and down you may or may not be able to but that's gonna go there and then this one again can't move it up and down if you have to change your model a little bit that's what you got to do I'm gonna take it put it roughly where the elbow is so you see it's let's move forwards let's see if I'll let me push it back see look it was angry about it so I can't do that it's kind of weird let's see if I rotate you like this nope didn't like that either can I move this back alright it was okay with that alright alright so anyway that's why I got to keep on there I'm not always sure what it's gonna work or not so alright so this is the wrist some symbol this one forward roughly to where the wrist is that looks acceptable and then I'm gonna go down here and this is gonna kind of go here this is kind of inside the thumb because you know if you move your thumb you can see it moves from like all the way back basically to where your wrist is go to here this is kind of like the first knuckle here so on and so forth so there all right so this is gonna get a little bit more tricky one of the things too is if you look see how my lope my manipulator is always in world position sale that X is always going that way and C's always going that way and Y is always going up what I wanted to do is go to your tool settings here and switch it fits like that switch it from world and make it object okay and you know hit E and do the same thing to make sure it's on object all right so I'm gonna go back to the human eye K and now what you'll notice is when I go down they still look like that all right never should have that's weird okay something's acting weird here okay so I'm just gonna take that and it's gonna move this roughly down here and take this one and go like that so this actually needs to come back more like that and what's going on there all right let's go up make sure that these are actually inside of your model okay all right so then we'll do these fingers this is gonna go back here so these are meant to be your metacarpals these first ones this first set and not the actual fingers this one's the start of the fingers so I'm gonna put this roughly where that one is go like that who's that guy there go like that and move that guy there like so here that one goes there this one goes here okay so putting one on each knuckle move you over a little bit down and that down and this is gotta go them down this way a little bit and down and down okay now I think these are probably too high they are some a select I guess we'll select all of them push them down a little bit that's a little better and then just make sure that these are all centered inside of the model okay but see though there's these ones in here which if you look at your hand you know you feel those bones on the inside those are your metacarpals your carpals are here your metacarpals are basically just before these phalanges okay so they're meant to go there so it should look like that all right and I think we're good so now we need to mirror it there's no real mirror option here it's kind of a weird way to go about it but if you go to skeleton you can click on this button and that will mirror the skeleton from one side to the other like so and I see they're both like that yay okay next thing we want to do is there's this control section but we can't really do anything with that yet because what I want to do before I make the rig the actual rig part of it I want to actually just bind it so what you do is select the highest in the hierarchy so now this time not this thing but the actual this joint you can click on this and hit the up arrow until you get here don't keep hitting up because it'll get to the to the the locator but this guy right here and then shift select the model okay so I think either order works but go skin bind skin option box I want you to do these settings we want to do joint hierarchy that just means it's gonna grab this joint and all the joints that are parented it'll go down the hierarchy if you choose selected joints it'll literally only bind the model to the single joint closest distance that is the worst one so that's the old oldest one I would prefer you do geodesic voxel okay that's the best basically what it is is that it's going to in essence sort of parent the vertices of your model to these joints that are here okay the way that it does that is going to be one of these this is basically the process that it's going to go about doing it now you can paint these afterwards and make sure they look good and what-have-you we're not going to go over that because that's time-consuming but but that's what this is for so this is the newest one then this is the second newest third newest and oldest okay so you want to start with this one hopefully it works okay if you have wanted to run into a weird error then just undo it and do heat map and then you know until you get the closest distance all right so max influences we want to change that to three turn off maintain max influences remove unused that's fine color eye skeleton doesn't do anything 256 is fine now I'm actually gonna close this because I want you to do this first let's go ahead and save this alright so save it as a version just just top let's call it dude geo okay all right so save this before you go to bind it because there might be an error in this way or it might crash any time that might has to do any sort of calculations it's a good idea to to save it because you know Maya breaks so then we're gonna scan back to by and see an option box make sure these settings didn't save any of them so she had a voxel classic linear it's flying distance let's do three turn off maintain max influences that's good and fine skin now if you go to do this and it's like no I hate you there are some other options for one you could try those different methods but another thing you could do is to select the model and then you go to sorry Gabi and modeling you want a mesh cleanup hit the option box clean up matching polygons this is all fine and then but fix by tessellation one means it's gonna triangulate faces of more than four sides which means end gone so it's like these are all quads right they'll have four sides but if I had one that was five sides or six size or what have you it will turn those into triangles instead then you turn on laminate faces and non manifold and they need to clean up and then try to bind again hopefully it binds anyway but if it doesn't that's why all right so now if I were to move this joint you're gonna see it moves his arm okay yay but that just means that the character is bound to this joint hierarchy but it doesn't actually have a rig that I can animate right because we're just selecting the joints right way at it so what I'm gonna do is basically go up to here and you see it says character one go to source choose control rig and then what's gonna do it's gonna create this rig for you and then go ahead and save it once you know that's working and then you'll see now I can now grab this leg I can grab this here you can see your character is now able to move all right we can grab these various things and the character will follow them yay okay and you can you can dab and everything whatever you kids do all right don't grab these joints it will allow you to do this like you can animate that's not really working that's weird but don't don't Anna me on these these are you're not meant to do that okay we want to do is grab the generally the red ones are the ones that are I K and typically will work a little bit better all right but save it before you start playing around with it because you want to make sure that your rig is the default state that it's zeroed out like this and it looks clean and it's all good to go and then next week I think I'm going to show you how to animate and that will be great so good luck
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Channel: jCone_Cecil
Views: 8,736
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Id: zh8rJ8bhFEI
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Length: 17min 1sec (1021 seconds)
Published: Tue Mar 24 2020
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