In the first lesson
I learnt about the basic principles of rigging, what it can be used for and the
terminology needed to understand the fundamentals of the subject. I started off
by creating a simple leg rig using Autodesk: Maya 2012. This rig was made by
creating bones with the joint tool, and positioning them where the basic bones
in a human leg are. After this I created an IK handle from the foot to the hip.
This means you can move the foot wherever you like and the knee joint will
follow without having to move it individually. The IK tool is also used on the
different parts of the foot (Toe/Ball/Ankle) so the foot can be moved from
different pivot points.
Once the basic leg
was created, I made a controller which is parented (connected) to the foot
joint in the leg hierarchy. This was then named appropriately in the outliner
(which is used to keep track of all the joints, groups and controls) e.g. "Foot_CTRL".
After this I created
different groups for the foot joints. By doing this and positioning the pivot
points in the right place (e.g. Ball_Lift_Grp pivot is on the ball of the foot)
I could set driven keys to the foot controller. This means when I select the
foot control, I can add more settings to the attributes of this that can
animate different parts of my rig with numerical value. The advantage of this
is that moving my rig into its original position, can be done just be changing
the numerical value to 0 in the attributes.
I also learnt about
using constraints on rigs. A constrain is where you connect two things together
(e.g. a controller and a wheel). This means what you do to one of these,
depending on the order which you have parented it, will happen to the other.
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