Thursday, 12 November 2015

Maya IK Handles & Orienting

Once I had all my controls sorted, I then made some IK handles for my model's legs. I was thinking about making these for my model's arms as well, however Mat advised me not to unless my character is going to be leaning on an object (the stand). Since she most likely isn't, as I had not planned her to, so therefore I stuck to just adding them to the legs.

I made one for the foot, one for the toe and then obviously one for the legs, however for the legs I used a rotational handle, as opposed to a single one like I did in the previous tutorial (and where I went wrong). This was simple enough for me to do and once I had done it I translated the legs up and down and I could start to see my model looking animatable! This was an exciting stage for me because it gave me motivation to push on, and also making me excited to be closer to painting weights (my favourite part).
I then got onto orienting. This confused me last time, but as with practice, I got better at it. I first fixed the forearm role and wrist, and then got onto making 'nul' groups and parenting the constraint and the constraining joint. I missed out the eyes and legs because they were not needed, but everything else was orientated and ready for the next stage.
Which was organising the controller hierarchy! This was very satisfying to see all my controllers all in a clean, set manner. I also avoided the mistake that I made last time which was parenting the hips to the chest instead of to the root, which would have made my model almost immovable from the waist down. Thankfully I remembered, and did a double check to see if my model was moving correctly, and so far it is! I feel much more stronger with my rigging skills in Maya so far, and already i can see myself using this software a lot because of all the things I am achieving in it.

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