<p><p>1. draw joints<br><br>
&#160;&#160;&#160; hip &gt; knee &gt; ankle &gt; foot &gt; toe<br><br>
2. connect ikHandle.<br><br>
&#160;&#160;&#160; hip &gt; ankle (ikRPsolver)<br><br>
3. create ikHandle <br><br>
&#160;&#160;&#160; ankle &gt; foot &gt; toe (ikSCsolver)<br><br>
4. create skelton for pivot.<br><br>
&#160;&#160;&#160; heel &gt; toe &gt; foot &gt; ankle<br><br>
5. parent first joints to corresponding joints<br><br>
&#160;&#160;&#160; toe, foot, ankle<br><br>
6. Skeleton &gt; Mirror joints<br><br>
7. create control curve for foot.<br><br>
&#160;&#160;&#160; - create sphere curve @ foot joint and shape it like a foot and freaze transformation (FT).<br><br>
- add attribute to the curve and make it drive pivot joints' rotations.
8. create control curve for a horizontal knee movement.<br><br>
&#160;&#160; - create letter curve in front of a knee. (r &amp; l)<br><br>
&nbsp;&nbsp; - create pole vector by selecting knee curve and ikhandle at ankle.</p></p>
Monday, July 16, 2012
Rigging legs, Maya
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