Wednesday, 14 October 2015

Maya DIY Model Rigging

After UV Mapping and creating the model, it was now time to rig it. I had no idea what rigging was prior to this lesson, and though it took me a while to get used to some new buttons, I actually found the session a lot of fun.
I used the joint tool following the natural joint placements in a human body, so that my model would be able to bend in the natural way. However once I got to the arm this is where I had to create a curve in order to place the forearm joint on there and then parent it to the wrist, like so.
My joints all started to connect then and looked like they were in their place. But altering the fingers and thumbs was a little more tricky because they were so close together, something I will think about when making my own character. I then finished rigging all the other left side of my model's body and joined each joint up.
Which meant I got to use this really smart tool which allowed me to mirror what I had done on the left side of my model, as well as covert all the 'L_side' names I had made to 'R_side' ones! 
So that my model now looked like this! I am very proud of what I have achieved today. And though it seems daunting to have to do this all again for my own character, I feel at least a great deal more comfortable with the software and I know where most of the tools are, so that I can go at my own pace.

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