Maya Skeleton Control Design series textbook

Source: Internet
Author: User
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1 In fact rigging is a very interesting part of it, where you have to think about how the character is animated, and how we can have a richer and perfect animated action role as much as possible. In the process of your thinking you will continue to enhance the understanding of ringging, and the grasp of Maya. This is the best choice for advanced.

2 Today we continue to study the skeleton settings, a lot of related skeleton tutorials, the foot of the setting is simply to reverse the feet and ik feet, here we do not repeat. Let's take a look at the waist setting. First of all, you have to set your legs.

(Figure 1 set)

3 We draw the skeleton in the side view and point the first skeleton at a slightly skewed position.

(Fig. 2 the first skeleton)

4 We're going to create about 3~4 skeleton around this skeleton.

(Figure 3 Creating a skeleton)

After 5 after the spine, the human spine is roughly "S" shape, in general, the spine only need to 5~7 a bone is enough, if you want more granular control can be added as appropriate. The question about the spine's attention is explained in more detail in the previous tutorial.

(Fig. 4 Spine 5~7)

6 Use the Spline IK tool below, and take care to remove the auto Parent curver in the tool settings.

(Figure 5 Spline IK tool)

7 Select the most recent section of the joint which is almost coincident with the following, and then select the top section. Complete the creation of spline IK.

(Figure 6 completes the creation of spline IK)

8 Select the Spline IK curve.

(Figure 7 Spline ik curve)

9 Using the Reconstruction Curve tool, set the number of spans to "2".

(Figure 8 spans number set to "2")

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