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Rigging of Hulk: Part 1

Final product image
What You’ll Be Creating

This is the follow up tutorial series of Creating Hulk Using Maya and ZBrush

In this new series of tutorials, I’ll show you the entire process from start to finish and give you a detailed, in-depth lesson on what it takes to build a intuitive rig from scratch.

Through-out the project you’ll learn how to construct the rig, skin the character of Hulk and set up controllers for each body part.

1. Creating the Leg Joint

Step 1

Start Maya and open the Hulk’s base model file which is provided with this tutorial.

Open Maya
Open Maya

Step 2

In the Layer
Editor
, create two layers- one for the body mesh and the other for the pant
mesh.

Layer Editor
Layer Editor

Step 3

Jump in the side view
and turn on Animation mode.

Animation mode
Animation mode

Step 4

To create
the joints, go to Skeleton > Joint Tool.

Skeleton  Joint Tool
Skeleton > Joint Tool

Step 5

With the Joint Tool selected, start drawing bones
from the hip area of the character and then by clicking at the knee, heel, foot
and the toe tip. Press the Enter Key to finish drawing the joints. 

Joint Tool
Joint Tool

Step 6

Jump in the
front view to place the joints inside the leg mesh. With the root joint selected,
move it inside the leg mesh as shown in the following image.

Joint Tool
Joint Tool

Step 7

Rename the joints as L_Thigh_jnt01, L_Knee_jnt01, L_Heel_jnt01,
L_Toe_jnt01 and L_ToeTip_jnt01.

Rename the joints
Rename the joints 

2. Mirroring Leg Joints

Step 1

With the L_Thigh_jnt01 selected, go to Skeleton
>
Mirror Joint and click on
the option box.

Skeleton  Mirror Joint
Skeleton > Mirror Joint 

Step 2

In the Mirror
Joint Options
dialog box, first turn on the Mirror across YZ radio
button. 

In the Replacement names for duplicated joints group, type (L_)
inside the Search for: box. Just like this, the Replace with: box
should be filled with (R_) for right leg joints. 

Click on the Mirror button.

Mirror Joint Options dialog box
Mirror Joint Options dialog box

Step 3

You can see the right
leg joints are mirrored to the left leg and also renamed for each joint in
sequence as R_Thigh_jnt01, R_Knee_jnt01, R_Heel_jnt01, R_Toe_jnt01 and R_ToeTip_jnt01.

Rename the joints
Rename the joints

3. Creating Root and Spine Joints

Step 1

Jump to the side view once again to create the spine joints.
Go to Skeleton > Joint
Tool
to draw joints.

Skeleton  Joint Tool
Skeleton > Joint Tool

Step 2

Start drawing joints from the hip portion to the head
including the skull.

Start drawing joints
Start drawing joints

Step 3

Rename the
joints as Root_jnt01, Spine_jnt01, Spine_jnt02, Spine_jnt03,
Spine_jnt04, Neck_jnt01, Head_jnt01
and HeadTip_jnt.

Rename the joints
Rename the joints

4. Creating Hand Joints

Step 1

For creating
hand joints, jump in the top view and select the Joint Tool.

Joint Tool
Joint Tool

Step 2

With the Joint
Tool
selected, draw the four joints as shown in the following image.

Joint Tool
Joint Tool

Step 3

Jump into the Perspective viewport. In the perspective
view, you can see all the hand joints are placed on the grid. Move and place the joints inside
the hand mesh.  

Hand joints
Hand joints

Step 4

Press D
key and adjust the joint of the hand as shown in the following image.

Press D key
Press D key

Step 5

In this way,
arrange the joints inside the hand as shown in the following image. 

Arrange the joints
Arrange the joints

Step 6

To make the
wrist twist joint, go to Skeleton > Insert
Joint Tool
.

Skeleton  Insert Joint Tool
Skeleton > Insert Joint Tool

Step 7

Insert a
joint between elbow and wrist joints as shown in the following image.

Insert a joint
Insert a joint

5. Local Orientation of Joints

Step 1

Match the orientation of all hand joints in one direction flow. 

With the
left hand joints selected, click on Components
Selection
mode icon and then click on Select
Miscellaneous Components tool
icon as shown in the following image.

 Components Selection
Components Selection

Step 2

You’ll notice the joints are showing local rotation axis
in the centre of each one. You can see the joint’s local rotation axis are not
in one directional flow.

Local rotation axis
Local rotation axis

Step 3

With the Rotate
tool selected, rotate the joint’s local direction as shown in the following image. 

Rotate tool
Rotate tool

Step 4

In this way,
fix the rotation of all hand joints to local.

Fix the rotation
Fix the rotation

Step 5

After fixing
the orientation, click on object selection mode button on the status bar.  

Object selection mode
Object selection mode

Step 6

Rename the
joints as L_Clavicle_jnt01, L_Arm_jnt01, L_Elbow_jnt01, L_wristTwist_jnt01
and L_wrist_jnt01 as shown in the
following image.

Rename the joints
Rename the joints

6. Creating Left Finger Joints

Step 1

Once again,
go to Skeleton > Joint Tool.

Skeleton  Joint Tool
Skeleton > Joint Tool

Step 2

Being in the
top view, draw fingers joints as shown in the following image.

Draw fingers joints
Draw fingers joints

Step 3

Jump in the perspective
view and you will see all fingers joints are on the grid. You need to move and
place the finger joints inside the mesh.

Finger joints are on the grid
Finger joints are on the grid

Step 4

With the move tool
selected, move and place each joint inside the respective finger.

Arrange the fingers
Arrange the fingers

Step 5

For matching the orientation
of the joints, repeat the process you have done for the hand. With all finger
joints selected, click on both Components
Selection
mode and Select
Miscellaneous Components
tool icons
one by one.

Components Selection
Components Selection

Step 6

With the
rotate tool selected, rotate the thumb according to the joint’s local
direction. 

Rotate the thumb
Rotate the thumb

Step 7

Following the same
way, rotate the index finger also.

Rotate the index finger
Rotate the index finger

Step 8

In this way, the
local direction orientation of all finger joints is completed. 

Local direction orientation
Local direction orientation

Step 9

Rename the
thumb joints as L_Thumb_jnt01, L_Thumb_jnt02 and L_ThumbTip_jnt01.

Rename the thumb joints
Rename the thumb joints

Step 10

Rename the index
finger’s joints as L_Index_jnt01, L_Index_jnt02, L_Index_jnt03 and L_IndexTip_jnt01.

Rename the index fingers joints
Rename the index finger’s joints

Step 11

Rename the middle
finger’s joints as L_Middle_jnt01, L_Middle_jnt02, L_Middle_jnt03 and L_MiddleTip_jnt01.

Rename the middle fingers joints
Rename the middle finger’s joints

Step 12

Rename the ring
finger’s joints as L_Ring_jnt01, L_Ring_jnt02, L_Ring_jnt03 and L_RingTip_jnt01.

Rename the ring fingers joints
Rename the ring finger’s joints

Step 13

Rename the pinky
finger’s joints as L_Pinky_jnt01, L_Pinky_jnt02,
L_Pinky_jnt03 and L_PinkyTip_jnt01.

Rename the pinky fingers joints
Rename the pinky finger’s joints

Step 14

After creating and
renaming the fingers’ joints, select all fingers’ root joints as L_Thumb_jnt01, L_Index_jnt01, L_Middle_jnt01,
L_Ring_jnt01, L_Pinky_jnt01
and L_wrist_jnt01.

Select all fingers root joints
Select all fingers’ root joints

Step 15

With all
root joints selected, press Shift-left mouse button click, and select
the Left_Hand_joint as shown in the image below. 

Start
parenting the finger joints, because all the finger joints are not connected to
the hand joints. So with the joints selected, press the P key to parent
the joints.

Parent the joints
Parent the joints

7. Mirroring Hand Joints

Step 1

With L_Clavicle_jnt01 selected, go to Skeleton > Mirror Joint and click on its option box.

Skeleton  Mirror Joint
Skeleton > Mirror Joint 

Step 2

In the Mirror Joint Options box, you will notice that
the previous settings are filled in as well. So, click on the Mirror
button to apply the mirror
command.

Mirror Joint Options box
Mirror Joint Options box

Step 3

You can see the
mirrored joints in right side with the naming as R_Clavicle_jnt01, R_Arm_jnt01,
R_Elbow_jnt01 and so on.

Mirrored joints
Mirrored joints

8. Creating Jaw Joints

Step 1

To create
jaw joints, go to Skeleton > Joint Tool once again.

Skeleton  Joint Tool
Skeleton > Joint Tool

Step 2

Draw the jaw
joints as shown in the following image.

Draw the jaw joints
Draw the jaw joints

Step 3

Rename the
joints as Jaw_jnt01 and JawTip_jnt01.

Rename the joints
Rename the joints

Step 4

In this way,
the basic bone setup for all body parts has been done. The only thing
left to do, is to parent all the separate joint parts.

Basic bone setup done
Basic bone setup done

9. Parenting Joints

Step 1

With L_Thigh_jnt01 and R_Thigh_jnt01 selected, press Shift key and then select Spine_jnt01

Parenting joints
Parenting joints

Step 2

With the joints selected, press the P key to parent
them with the spine joint. Now all the joints are connected with the Root
joint.  

Press the P key to parent
Press the P key to parent 

Step 3

With L_Clavicle_jnt01 and R_Clavicle_jnt01 selected, press Shift
key and then select Spine_jnt04. Then press P key to parent them with the spine.

Press the P key to parent
Press the P key to parent 

Step 4

With Jaw_jnt01 selected, press Shift
key and then select Head_jnt01. Then press P key to parent the jaw with the head joint.

Press the P key to parent
Press the P key to parent 

Step 5

In this way, the
parenting of all root joints with the respective and mutual joints has been
completed.

parenting is done
parenting is done

Step 6

If you click
on the pelvis joint, all joints get selected. It shows that they are now
parented.

All joints connected
All joints connected

Step 7

Finally,
select the joints hierarchy and create a new layer by the name of Joints

Rigging is done
Rigging is done

Conclusion

In the next part of the tutorial, I’ll show how to apply IKs and various controls