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
Start Maya and open the Hulk’s base model file which is provided with this tutorial.
In the Layer
Editor, create two layers- one for the body mesh and the other for the pant
Jump in the side view
and turn on Animation mode.
the joints, go to Skeleton > Joint Tool.
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.
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.
Rename the joints as L_Thigh_jnt01, L_Knee_jnt01, L_Heel_jnt01,
L_Toe_jnt01 and L_ToeTip_jnt01.
2. Mirroring Leg Joints
With the L_Thigh_jnt01 selected, go to Skeleton
> Mirror Joint and click on
the option box.
In the Mirror
Joint Options dialog box, first turn on the Mirror across YZ radio
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.
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.
3. Creating Root and Spine Joints
Jump to the side view once again to create the spine joints.
Go to Skeleton > Joint
Tool to draw joints.
Start drawing joints from the hip portion to the head
including the skull.
joints as Root_jnt01, Spine_jnt01, Spine_jnt02, Spine_jnt03,
Spine_jnt04, Neck_jnt01, Head_jnt01
4. Creating Hand Joints
hand joints, jump in the top view and select the Joint Tool.
With the Joint
Tool selected, draw the four joints as shown in the following image.
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.
key and adjust the joint of the hand as shown in the following image.
In this way,
arrange the joints inside the hand as shown in the following image.
To make the
wrist twist joint, go to Skeleton > Insert
joint between elbow and wrist joints as shown in the following image.
5. Local Orientation of Joints
Match the orientation of all hand joints in one direction flow.
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.
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.
With the Rotate
tool selected, rotate the joint’s local direction as shown in the following image.
In this way,
fix the rotation of all hand joints to local.
the orientation, click on object selection mode button on the status bar.
joints as L_Clavicle_jnt01, L_Arm_jnt01, L_Elbow_jnt01, L_wristTwist_jnt01
and L_wrist_jnt01 as shown in the
6. Creating Left Finger Joints
go to Skeleton > Joint Tool.
Being in the
top view, draw fingers joints as shown in the following image.
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.
With the move tool
selected, move and place each joint inside the respective finger.
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.
rotate tool selected, rotate the thumb according to the joint’s local
Following the same
way, rotate the index finger also.
In this way, the
local direction orientation of all finger joints is completed.
thumb joints as L_Thumb_jnt01, L_Thumb_jnt02 and L_ThumbTip_jnt01.
Rename the index
finger’s joints as L_Index_jnt01, L_Index_jnt02, L_Index_jnt03 and L_IndexTip_jnt01.
Rename the middle
finger’s joints as L_Middle_jnt01, L_Middle_jnt02, L_Middle_jnt03 and L_MiddleTip_jnt01.
Rename the ring
finger’s joints as L_Ring_jnt01, L_Ring_jnt02, L_Ring_jnt03 and L_RingTip_jnt01.
Rename the pinky
finger’s joints as L_Pinky_jnt01, L_Pinky_jnt02,
L_Pinky_jnt03 and L_PinkyTip_jnt01.
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.
root joints selected, press Shift-left mouse button click, and select
the Left_Hand_joint as shown in the image below.
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
7. Mirroring Hand Joints
With L_Clavicle_jnt01 selected, go to Skeleton > Mirror Joint and click on its option box.
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
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.
8. Creating Jaw Joints
jaw joints, go to Skeleton > Joint Tool once again.
Draw the jaw
joints as shown in the following image.
joints as Jaw_jnt01 and JawTip_jnt01.
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.
9. Parenting Joints
With L_Thigh_jnt01 and R_Thigh_jnt01 selected, press Shift key and then select Spine_jnt01.
With the joints selected, press the P key to parent
them with the spine joint. Now all the joints are connected with the Root
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.
With Jaw_jnt01 selected, press Shift
key and then select Head_jnt01. Then press P key to parent the jaw with the head joint.
In this way, the
parenting of all root joints with the respective and mutual joints has been
If you click
on the pelvis joint, all joints get selected. It shows that they are now
select the joints hierarchy and create a new layer by the name of Joints.
In the next part of the tutorial, I’ll show how to apply IKs and various controls.