Monday, July 16, 2012

Rigging legs, Maya

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

No comments: