Tag Archives: Rigging
Automatic Spider in Maya with Set Driven Keys
Click image to watch movie (DivX) |
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Create a spider with bones and ik on the feet
and go to – Animate – Set driven keys -option box.
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Set the rootjoint (or group) to be driver in translate z and the ik handles
of the feet to be driven in translate y and z. |
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Now key a step when Rootjoint is at 0 (feets down) and three more keys as
rootjoint moves along z axis. (Feets down, up, down to complete a step.) |
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Now if you drag the rootjoint the legs should make a step.
(Or rather a jump since they all are keyed the same.) |
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In Graph editor edit keys for the ik handles if you need and turn on
View infinity and set pre infinity and post infinity to cycle with offset. |
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Now do the same with root joint as driver in translate x axis and the ik handles translate y and x to make a sidestep. |
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Now you can offset the legs so they match the spider walkcycle info atwww.hash.com/users/threechickens/Spider.htm
To make it easier to use the spider leg offset chart move the spider the same distance as the number of frames in the chart. I.e 0.12, 1.2, or 12 depending on your scale. I made the mistake of making the step 0.15 and had to recalculate the offset to get it right. |
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One note. Its important that the step is exactly the same lenght as the distance the rootjoint moves.
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Thats it! The good thing with this is its working in realtime in the viewport so you get instant feedback.
Ctrl click the y axis to constrain movement in only x and z axis and start crawling around. Good luck! |
Rigging 101
http://www.rigging101.com/freestuff.htm
Javier Solsona (a.k.a. Goosh) is a wandered, a traveler, a “Citizen of the World”. He was born in Argentina and grew up in Patagonia. From an early age, he started doing graphics on his Commodore 64 at home, painstakingly painting pixel by pixel. Many years later still in front of a computer he got a B.Sc. in Computer Sciences from the University of Cape Town (UCT), South Africa. During his last year at university in 1995, he was introduced to Multimedia and 3D and there was no looking back ever since.After finishing his degree, he moved to Brazil where he carried on studying 3D animation on his spare time while taking part on various 3D courses. Later, he moved to London, UK where he worked for three years as a freelance graphic artist for various hi-tek companies including Cisco Systems. He finally moved to Vancouver, BC where after working for a year as a creative director in a small company, decided to leave his secure position and go back to school to complete his education. He studied for six intense months at the Vancouver Film School in their Character Animation program. After his completion, he was awarded a scholarship for his efforts in his final film. Once out of school, he got a position at Lost Boys Studios in Vancouver working on their 3D department as a visual effects artist doing Commercial Ads, Game Cinematics and Music Videos. Later on, he made the jump to EA Canada. He was one of the cinematic animators on DefJam Vendeta, DefJam Fight for NY and in-game animator on SSX on Tour. He moved on to Propaganda Games, a Disney Interactive Studio, as the lead Creature Technical Director where he worked on the new instalment of Turok. He can now be found at DreamWorks working as a character TD on Shrek4 and other upcoming movies. On his spare time, when he is not climbing mountains, he does freelance jobs in rigging and animation. Outside of work, Javier is an avid traveler, photographer, skier, and kite-boarder. His photography work can be found in www.javiersolsona.com
None of the rigs, tutorials or scripts may be used for business purposes without specific prior written permission. They are available for free and personal use only.
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GreatDane – Facial (modeled by Chris Baker) The new GreatDane with the help of Jesse Davis who added the facial setup. Download model (Maya 2008 and higher) |
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GreatDane (modeled by Chris Baker) The Original Quadruped Rig built for the Autodesk MasterClass “Quadruped Animator Friendly Rigging”. Only the segmented mesh with the control rig is available. There is no smooth skin nor facial setup yet. Download model (Maya 8 and higher) |
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PackageMan v1.2 How to use (PM modeled by Bob White) Fully rigged character. Facial Setup, IK/FK spine, IK/FK arms and a whole lot more. Download model (Maya 5 and higher) |
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Troll (Troll modeled by Kenn Klick) Character ideal for animation. Comes fully with facial set-up, IK/FK amrs, IK/FK spine and the works. Download model (Maya 4 and higher) |
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Super Gramps (SG modeled by William Vaughan) Character and rig built in the “Zero to Hero” CD. Download model (Maya 4 and higher) |
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IK-Joe (IK-Joe modeled by Daniel Martinez Lara) Fully rigged character ready to be animated. IK/FK switching, Reverse Foot Lock, IK/FK Spine and more. Download model (Maya 4 and higher) |
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IK-Joe v2 A similar, yet different rig to IK-Joe v1 for those that feel comfortable with other controllers. This version is a little bit more advanced and comes with an additional facial setup. Download model (Maya 5) [Download model for Maya 4.5] |
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IK-Joe v3 Yet another different rig for IK-Joe. This version has a very nice, simple yet advanced facial setup, plus quite a few new goodies. Maker sure to read the PDF file for some insight on v3. Download model (Maya 5) |
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IK-Joe XSI (Rigged by Stefan Anderson) Stefan Andersson made available his XSI version of the popular IK-Joe. This time for XSI users. Download model (XSI 3.5.1) |
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IK-Jane Fully rigged character ready to be animated. IK/FK switching, Reverse Foot Lock, IK/FK Spine and more. The ideal companion for Ik-Joe and the same setup as IK-Joe v2. Download model (Maya 5) [Download model for Maya 4.5] |
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TUTORIALS
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How to use Utility Nodes Utility nodes can be an incredible thing to master. They might look scary and confusing in the beginning but once… Go to tutorial |
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Solid knee in IK leg. You need a solid IK knee twist so that the character can do flips and any kind of movement without the knee causing any problems Go to tutorial |
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Working with Expressions and Constrains Expressions and constrains are extremely powerful and a riggers closest friend… Go to tutorial |
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Reverse Foot Lock The Reverse Foot Lock setup is an external set of bones that drive the foot of a character… Go to tutorial |
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IK/FK Switching IK/FK switching set-up is mainly used for the arms. But it can be implemented in other parts of the body, like the feet… Go to tutorial |
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Spine Setup This spine set-up will give you quite a bit of control by keeping things really simple. Go to tutorial |
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Elastic Foot using Expressions Cartoon animation looks great with some squash and stretch. To be able to ‘stretch’ bones you need a set-up that can handle ‘elasticity’ Go to tutorial |
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Elastic Foot using Nodes This tutorial differs from the above one in that it’s built using nodes instead of expressions. Go to tutorial |
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Cartoony Eye This tutorial shows how to create a cartoon eye that is not spherical and can have any shape and size that you want. Go to tutorial |
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MEL SCRIPTS
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rig101 List Utilities This script will create a window listing the most significant Maya utility nodes, such as the condition, the multiplyDivide and the setRange. Download script |
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rig101 LocknHide This script will help you control the keyable and non-keyable attribues in your channel box as well as being able to lock and unlock them. Download script |
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rig101 Wire Controllers Creates wire controllers to use as manipulators Download script |
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rig101 Template Objects Templates or untemplates the objects selected Download script |
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rig101 Multiple Influence This simple script let’s you select multiple influence objects and add them to your smooth skin instead of doing them one by one. Download script |
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OTHER
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What to put on a Creature TD Reel Some DOs and DONTs on what to put on a creature TD reel. Go to document |