Maya Skeleton control design series textbook Five

Source: Internet
Author: User

Hand settings on so many, if you want to get a richer control can only increase the controller here is not said. It is worth noting that the hands of the skeleton settings, pictured above is my personal favorite settings, according to the specific requirements you can also make more specific changes. We're going to parent it to the last joint of the arm.

(Fig. 1 parent to the last knuckle of the arm)

This step is also very common, we want to interact with the control of the arm IK, so we hope that the control curve will correctly and timely reflect the state of the current skeleton. We first select the skeleton to choose the control curve. The controller immediately adjusts to the same angle as the skeleton by executing the Orient (direction constraint).

(Figure 2 Executive Orient)

The next thing we want to do is move the control curve and the IK will move with it. Select the control curve, and then select the IK handle to perform the point constraint. So the movement control curve arm moves along with it, and the interactive reflection reflects the state of the current skeleton.

(Fig. 3 Movement Control Curve)

Next, a finger controller point is bound to a skeleton in the hand, we do not add this finger control on the curve just now because we have other settings for the control curve of our opponents.

(Fig. 4 to bind the finger controller point to a skeleton in the hand)

The key part, as we all know, is that the control of the hand should be divided into two types, one that can move with the body, one that is not moved with the body, that is, local and global two kinds. This can be useful for some animations. For example, pushing weights and so on.

Given the need, we naturally want the skeleton to exist in both states and to switch freely. Here is our solution:

First, we copy an existing controller and press Ctrl+d so that we get another controller, and it has an invalid connection. Do not hesitate to delete the connection directly.

(Figure 5 Replication Controller)

Select the controller you just copied, and then add the IK handle. Perform point Constain again. This adds a controller that can control IK.

(Figure 6 Plus a controller that can control IK)

Repeat one of the previous steps to select the Skeleton selection control curve. Perform Orient.

(Figure 7 Executive Orient)

Now let's Test it!

(Fig. 8 test)

The two controllers, each named local and global, are added with a group of buffer, and the local group is parent to a skeleton in the spine.

Select the shoulder controller, add the properties of an enum, and enter local and global in the enum name.

(Figure 9 Shoulder Controller add attribute)

This makes it possible to switch between local and global controls.

(Figure 10 can toggle control)

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