Maya Skeleton control design series textbook Three

Source: Internet
Author: User

Next we continue the creation of the upper body bones. First we analyze the movement characteristics of the shoulder bones. The movement of the shoulder is caused by the rotation of the clavicle as the axis. And both shoulders will be free to stretch forward or backward. This requires sufficient flexibility in our shoulder-bone settings. Here I only talk about a basic method, of course, you can do more to try, more control, to achieve better results.

Here's the start:

This is how I designed the clavicle. From the spine, first slightly downward tilt, and then grow and tilt upward, its end position should be at the top of the entire shoulder. But to be clear, the clavicle is not straight, is curved in angle, we just for the simulation control of the clavicle to make this, but my general direction and clavicle is exactly the same.

(Fig. 1 design clavicle)

As shown in the figure, we can simulate the clavicle rotation. It is then used as a sub object of the spine skeleton.

(Fig. 2 Simulation of clavicle rotation)

After creating the arm, as shown on the top of my upper arm, the joints are complete, because I hope that when the arms are rotated, the skin close to the clavicle can maintain a small deformation, so that people can see that it is close to the bone. And notice that I've added a skeleton to the forearm to simulate the effect of the forearm rotation, and of course someone is doing well in a more complicated way, but I personally think that's enough.

(Figure 3 Creating an arm)

The IK tool is selected below to create an IK, which is selected as the joint creation in figure two.

(Figure 4 Creating IK)

When the creation is complete, open hypergraph click icon Input and Output connections. As shown in the diagram, select the effector node and make sure that you press the INSERT key on the keyboard in the moving state.

(Figure 5 Click on the display after the Connections icon input and Output)

Press and hold the point capture (v key) and drag the IK handle to the end of the forearm.

(Fig. 6 The IK handle is dragged to the end of the forearm)

Move the IK handle to do the test.

(Figure 7 Mobile test)

Here we have to connect the arm to the shoulder, the most common method is direct parent, but after learning we know that there are many ways to achieve a similar effect, because we only need to let the arm position with the shoulder movement, so we can also fully bind the joint point of the arm to the shoulder joint. Here we are still directly parent. And if you feel that there is a small joint uncomfortable, do not want it, in addition to the use of constraints, you can in the arms of the festival parent two times (two empty groups), and then parent to the shoulder joints will not appear joints.

(Fig. 8 The arm is connected to the shoulder)

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