We went through three different rigging tutorials this time, so I can't think of a fitting title.
Anyway, as is the norm, lesson started with a 5 minute Moom posing challenge.
Comparing the Moom I posed to the reference, you can see what I've missed out on.
Moom is too rigid, where as the ref's spine is slightly tilted to the side.
I never got around to posing the hands.
I forgot to pose the feet and the knees are a bit too bent, resulting in Moom looking like they've just landed from a jump, rather than going into a jump, like the reference.
At least Moom isn't injured this time.
On to the actual lesson.
Task 1: Curve Driven Squash & Stretch
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Starting with the familiar torso of Jetpack Jones. |
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When rigging JPJ you make a ribbon spine, in this ribbon spine is a specific curve. This curve is used to create a custom node, a curve info node, used to make squash and stretch work with the model. To create this node type "arclen -ch on ribbon_volume_driver_crv" into the MEL command line. Once executed, bring the curve into the node editor. |
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Here is the node editor with the ribbon curve fully graphed out. |
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Going back to the ribbon spine, select the three control joints and bring them into the node editor. |
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Here is everything laid out so far. |
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Just like the tutorials from last week, three multiply/divide nodes are needed to get this to work. One normaliser, then one for the square root, and then a last one to divide. In the actual lesson, Alan did show us how to change each joint individually, however I can't remember how he did this, so I'm not going to have a very good squash. |
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But here we have Stretch Pack Jones. |
Task 2: No Flip Pole Vector
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Back to the half rig from last week, we look at the leg this time. |
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The leg rig has a separate control for the knee, which is gives more control for animating, but it can be a bit of a pain when trying to do something simple, like walking. |
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Delete the knee control and set all the pole vector values to 0. |
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Bring out the pole vector's X value. Also add a "Twist Ctrl" attribute to the foot control. |
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Bring the leg IK and the foot control into the node editor, as well as adding a plus/minus/average node. |
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Plug the foot control's Twist Ctrl into PMA input 1D[0]. Plug the leg IK's Offset into input 1D[1]. Then take output 1D and plug it into the IK's Twist. Make sure to set the IK's offset to 90 at this stage. |
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If it all worked, you should now be able to control the knee from the foot control. |
Task 3: IK/FK Switch
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Starting with this half a torso. |
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Duplicate from the shoulder joint twice. |
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Delete the fingers from the duplicates, as we'll only need the shoulder, elbow & wrist joints. Rename each chain (Bind, IK & FK). Individually parent each IK/FK shoulder & elbow to their Bind counterparts. Connect the wrists with point and orient constraints. |
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Create a locator and place it above the shoulder. Add attribute: L_Arm_IK_FK. This is the switch. Using set driven keys, connect the locator to the IK and FK constraints.
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Added IK handle from the IK_shoulder to the IK_wrist. |
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Added control for the IK |
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Added pole vector and elbow control for the IK |
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Added FK controls |
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Added hand control to the IK |
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Complete FK controls |
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Complete IK controls |
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