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Rigging of Hulk: Part 6

Final product image
What You’ll Be Creating

1. Fixing Hand Controls

Step 1

Open Maya. Open the file which was saved in the last part of the tutorial. 

Open Maya
Open Maya

Step 2

First
of all, check the movement of L_Hand_control01. You can see that L_FK_Arm_control01, L_ FK_Elbow_control01 and L_FK_Wrist_control01 didn’t follow the movement of hand joint. You
need to fix it.

L_Hand_control01
L_Hand_control01

Step 3

Select
L_wrist_jnt01 followed by L_FK_Wrist_control01 and then go to Constrain > Point and click on the option box.

L_wrist_jnt01
L_wrist_jnt01

Step 4

In
the Point Constraint Options settings box, turn on Maintain Offset check box then click on Add button to apply the point command.

Point Constraint Options
Point Constraint Options

Step 5

Select
L_Elbow_jnt01 followed by L_FK_Elbow_control01 and then go to Constrain > Point
constraint command. This time you don’t need to check on Maintain Offset option
as it has been already set.

L_Elbow_jnt01
L_Elbow_jnt01

Step 6

Select
L_Arm_jnt01 followed by L_FK_Arm_control01 and then go to Constrain > Point constraint command.

L_Arm_jnt01
L_Arm_jnt01

Step 7

Now
you can check the movement of the controls along with the hand joint. This time
all controls are following the movements of the hand joint.

Check the movement of the controls
Check the movement of the controls

Step 8

Follow
the same procedure with the right side’s controls. Select R_wrist_jnt01 followed by
R_FK_Wrist_control01 and then apply Point constraint command.

Point constraint
Point constraint

2. Linking FK Controls

Step 1

Select
L_FK_Arm_control01 followed by L_Arm_jnt01 and then go to Constrain > Orient and click on the option box.

Constrain  Orient
L_FK_Arm_control01

Step 2

In
the Orient Constraint Options settings window, check on Maintain Offset option and then click on Add
button to apply the orient constraint command.  

Orient Constraint Options
Orient Constraint Options

Step 3

Select
L_FK_Elbow_control01 followed by L_Elbow_jnt01 and then go to Constrain > Orient command.

Constrain  Orient
Constrain > Orient 

Step 4

Select
L_FK_Arm_control01 followed by L_FK_Elbow_control01 and then go to
select Constrain > Parent and
click on the option box. 

Constrain  Parent
Constrain > Parent 

Step 5

In
the Parent Constraint Options settings window, check on Maintain Offset option and then click
on Add button to apply the parent
constraint command.  

Parent Constraint Options
Parent Constraint Options

Step 6

To
apply parent constraint on the wrist control, first select L_FK_Wrist_control01 and then go to Edit > Group command or
press Ctrl-G key to make the group
of the selected items.

Edit  Group
Edit > Group

Step 7

Now
you can see the transform gizmo appears on the grid origin as shown in the
following image. You need to move the transform gizmo and snap it with L_Elbow_jnt01.

L_Elbow_jnt01
L_Elbow_jnt01

Step 8

With
the group L_FK_Wrist_control01 selected,
press and hold D and V keys and then drag the middle mouse
button on to the L_Elbow_jnt01 to
snap.

L_FK_Wrist_control01
L_FK_Wrist_control01

Step 9

Select
and rename L_FK_Wrist_control01 to L_Wrist_Grp as shown in the following image.

L_FK_Wrist_control01
L_FK_Wrist_control01 

Step 10

Open
the Outliner window.

Outliner window
Outliner window

Step 11

Select
L_FK_Elbow_control01 followed by L_Wrist_Grp and then go to Constrain > Parent command.

Constrain  Parent
Constrain > Parent 

Step 12

Follow
the same procedure of linking FK controls for the right side’s controls also.

linking FK controls
linking FK controls

3. Set Driven Key For IK/ FK Switch

Step 1

With
L_FK_Wrist_control01 selected, go to
Animate > Set Driven Key > Set
command.

Animate  Set Driven Key  Set
Animate > Set Driven Key > Set 

Step 2

In
the Set Driven Key window, select L_FK_Wrist_control01
and then click on Load Driver button
as shown in the following image.

L_FK_Wrist_control01
L_FK_Wrist_control01

Step 3

With
L_Hand_IK_01 selected, click on Load Driven button to load it in Driven
as shown in the following image.

Load Driven button
Load Driven button

Step 4

In
the Set Driven Key window, select IKFK
Switch
in Driver group followed
by selecting IK Blend in the Driven group and then click on Key button to apply the initial key.

IKFK Switch
IKFK Switch

Step 5

With
L_FK_Wrist_control01 selected in the Driver group, set the value of IKFKSwitch
to 1 in the Channel Editor as shown in the following image. 

L_FK_Wrist_control01
L_FK_Wrist_control01

Step 6

With
L_Hand_IK_01 selected in the Driven
group, set the value of IK Blend to 0 in the Channel Editor and then
click on the Key button to apply the secondary key as shown in the
following image.

L_Hand_IK_01
L_Hand_IK_01

Step 7

IKFKSwitch has been keyed now. When you change its value to 0, it will be IK
enabled and when you change its value to 1, it will be FK enabled.

IKFKSwitch
IKFKSwitch

Step 8

For
testing purpose, set the value of IKFKSwitch to 0. You will see
it moves inversely as shown in the following image.

IKFKSwitch
IKFKSwitch

Step 9

Again
for testing purpose, set the value of IKFKSwitch to 1. You will
see it moves forward as shown in the following image.

IKFKSwitch
IKFKSwitch

Step 10

You
can also check the rotation of L_FK_Arm_control01
as shown in the following image.

L_FK_Arm_control01
L_FK_Arm_control01

Step 11

In
the Channel Editor, set the value of IKFKSwitch to 0 as shown in the following image.

Channel Editor
Channel Editor

Step 12

With
L_FK_Arm_control01 and L_FK_Elbow_control01 selected, click on
Load Driven button to load these in the
Driven group as shown in the
following image.

L_FK_Arm_control01
L_FK_Arm_control01

Step 13

With
both hand controls L_FK_Arm_control01
and L_FK_Elbow_control01 selected, set the value of Visibility to
off
and then click on Key button in the Set Driven Key
window. 

L_FK_Arm_control01
L_FK_Arm_control01

Step 14

With
L_FK_Wrist_control01 selected in the
Driver group, set the value of IKFKSwitch to 1 as shown in the following image.

L_FK_Wrist_control01
L_FK_Wrist_control01

Step 15

With
both hand controls L_FK_Arm_control01
and L_FK_Elbow_control01 selected,
turn on Visibility attribute and
then click on Key button in the Set Driven Key window.

L_FK_Arm_control01
L_FK_Arm_control01

Step 16

With
L_FK_Wrist_control01 selected, set
the value of IKFKSwitch to 1
as shown in the following image.

L_FK_Wrist_control01
L_FK_Wrist_control01

Step 17

With
L_Hand_control01 and L_Elbow_Control01 selected, click on Load Driven button to load it in Driven group as shown in the following image.

Load Driven button
Load Driven button

Step 18

With
both hand controls L_Hand_control01 and
L_Elbow_Control01 selected, turn off the Visibility
attribute value and then click on Key button in the Set Driven Key
window. 

L_Hand_control01
L_Hand_control01

Step 19

With
L_FK_Wrist_control01 selected in the
Driver group, set the value of IKFKSwitch to 0 as shown in the following image.

L_FK_Wrist_control01
L_FK_Wrist_control01

Step 20

With
both hand controls L_Hand_control01 and
L_Elbow_Control01 selected, turn on the Visibility
attribute value and then click on Key
button in the Set Driven Key window. 

L_Hand_control01
L_Hand_control01

Step 21

Following
the same way, complete the procedure for the right side’s hand controls also.

right sides hand controls
right side’s hand controls

4. Adding Set Driven Key On Fingers

Step 1

You
have already created the custom attributes of L_FK_Wrist_control01 in the channel editor as shown in the
following image.

L_FK_Wrist_control01
L_FK_Wrist_control01

Step 2

With
L_FK_Wrist_control01 selected, click
on the Load Driver button in the Set
Driven Key
window as shown in the following image.

L_FK_Wrist_control01
L_FK_Wrist_control01

Step 3

With
both thumb joints L_Thumb_jnt02 and L_Thumb_jnt01 selected, click on Load
Driven
button.

Load Driven button
Load Driven button

Step 4

Select
L_FK_Wrist_control01 followed by Thumb Finger attribute and select L_Thumb_jnt02 and L_Thumb_jnt01
followed by Rotate X, Y
and Z properties and then click on Key button to apply initial
key.

Thumb Finger attribute
Thumb Finger attribute

Step 5

Select
L_FK_Wrist_control01 in the Driver group followed by Thumb Finger attribute and then set the
value of Thumb Finger attribute to -5 in the Channel Editor.

Channel Editor
Channel Editor

Step 6

Select
both L_Thumb_jnt02 and L_Thumb_jnt01 followed by Rotate X,
Y and Z and rotate the thumb manually a little bit and then click
on Key button as shown in the following image.

Key button
Key button

Step 7

Select
L_FK_Wrist_control01 followed by Thumb Finger attribute and then set the value of Thumb Finger attribute to 10 in the Channel Editor.

Channel Editor
Channel Editor

Step 8

Select
L_Thumb_jnt02 and L_Thumb_jnt01 followed by Rotate X,
Y and Z and then rotate the rotate the thumb manually a little
bit as shown in the following image and then click on Key button.

Key button
Key button

Step 9

Next,
select L_FK_Wrist_control01 in the Driver group followed by Index Finger attribute.

Index Finger attribute
Index Finger attribute

Step 10

Select
L_Index_jnt03, L_Index_jnt02 and L_Index_jnt01 and then click on Load
Driven
button in the Set Driven Key window.

Set Driven Key window
Set Driven Key window

Step 11

First
select L_FK_Wrist_control01 followed by Index Finger and select L_Index_jnt03,
L_Index_jnt02
and L_Index_jnt01 followed
by Rotate Z property and then
clicked on Key button to apply the initial key.

L_FK_Wrist_control01
L_FK_Wrist_control01

Step 12

Select
L_FK_Wrist_control01 followed by Index Finger attribute and then set the value of Thumb Finger attribute to -5 in the Channel Editor.

Index Finger attribute
Index Finger attribute

Step 13

Select
L_Index_jnt03, L_Index_jnt02 and L_Index_jnt01 followed by Rotate Z and set its value to 12 and then click on Key button as shown in the following image.

Key button
Key button

Step 14

Select
L_FK_Wrist_control01 in the Driver group followed by Index Finger attribute and then set its
value to 10 in the Channel Editor.

Channel Editor
Channel Editor

Step 15

Select
L_Index_jnt03, L_Index_jnt02 and L_Index_jnt01 followed by Rotate Z and set its value to -65 and then click on Key button as shown in the following
image.

Key button
Key button

Step 16

Select
L_FK_Wrist_control01 in the Driver group followed by Index Finger attribute in the Driver group. Next, select L_Middle_jnt03, L_Middle_jnt02 and L_Middle_jnt01
followed by Rotate Z in Driven group and then click on Key button as shown in the following image.

L_FK_Wrist_control01
L_FK_Wrist_control01

Step 17

Select
L_FK_Wrist_control01 in the Driver group followed by Middle Finger attribute and then set
its value to -5 in the Channel Editor.

L_FK_Wrist_control01
L_FK_Wrist_control01

Step 18

Select
L_Middle_jnt03, L_Middle_jnt02 and L_Middle_jnt01
followed by Rotate Z in Driven group. Set the value of Rotate Z to 12 and then click on Key
button as shown in the following image.

Key button
Key button

Step 19

Select
L_FK_Wrist_control01 in the Driver group followed by Middle Finger attribute and set its
value to 10 in the Channel Editor.

L_FK_Wrist_control01
L_FK_Wrist_control01

Step 20

Select
L_Middle_jnt03, L_Middle_jnt02 and L_Middle_jnt01
followed by Rotate Z in Driven group. Set the value of Rotate Z to -60 in the Channel Editor and then click on Key button.

Channel Editor
Channel Editor

Step 21

Next,
select L_FK_Wrist_control01 in the Driver group followed by Ring Finger attribute and then select L_Ring_jnt03, L_Ring_jnt02 and L_Ring_jnt01
followed by Rotate Z in the Driven group. Set the value of Rotate
Z
to 12 and then click on Key
button. 

Ring Finger attribute
Ring Finger attribute

Step 22

Following
the same way, complete the task of Set Driven Key for the pinky finger
including other fingers as well.

Set Driven Key
Set Driven Key

Step 23

In
this way, the task for the right fingers has been completed. You can check the
rotation of the fingers as well.

Check the rotation of the fingers
Check the rotation of the fingers 

Conclusion

Creating hand and finger controls have been completed. In the next part of the tutorial, I’ll show you how to create global control and final body rig clean up.