Maya Skeleton Control design teaching series four

Source: Internet
Author: User

Today we have some shoulder details to control, first of all we need to know what the shoulder movement is:

The movement of the shoulder is mostly the movement that fits the direction of the arm. The shoulder will move up and down in the center of the clavicle, such as a shrug, and the front of the clavicle to move around the center. And these two kinds of motion can make the shoulder to achieve more free movement.

With a clear purpose, we can control the design. First we add two attributes to the ring. respectively, UpDown and Frontback.

(Figure 1 Adding attributes)

Select the clavicle front and perform display>components>local rotation Axes. You will see that its rotational axis is not what we expected.

(Figure 2 Executive display>components>local rotation Axes)

Press F8 to click in element mode? , use the rotating tool to modify the axis of rotation of the skeleton to look like a picture. The z plane that rotates the bone is parallel to the Y plane.

(Figure 32 Side parallel)

Now rotate the front of the clavicle, like a shoulder moving up and down.

(Fig. 4) of the front end of the rotating clavicle

Open the Connection Editer window, the left side into the circle control curve, right into the clavicle front of the joints. Connect the UpDown of the ring control curve to the Rotatez of the clavicle front.

(Figure 5 Opens Connection Editer window)

Now we do a test and we can control it properly. But we do not want the scope of activity so large, open editer attributer ... window, select the UpDown property, Activate Min, Max, and enter a range that you think is appropriate. All right, the control of the shoulders moving up and down is basically done.

(Figure 6 editer attributer window)

The control of the front and back movement of the shoulder is basically the same, it's just that we control the first knuckle of the clavicle and the front of the clavicle (now you know why I have to have a bone in the front of the clavicle straight into the spine), so control has to have two properties, respectively. I personally like this kind of control, because it provides more precise control, but it takes more effort to adjust the animation.

(Figure 7)

And here I want to use another kind of control way, it is a more integrated control way, namely set driven key. Open the Set Driven key window. Select the ring, click Load Driver, select two joints click Load Driven.

(Figure 8 Set driven key)

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