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Rigging of Hulk: Part 7

Preview


1. Linking Head Control

Step 1

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

Open Maya
Open Maya

Step 2

Select
Head_Control01 followed by Head_jnt01 and then go to Constrain
>
Orient constraint command.

Head_Control01
Head_Control01

Step 3

Select
Head_Control01 followed by Back_Control01 and then press P key to parent them.

Head_Control01
Head_Control01

Step 4

Select
L_Clavicle_control01 and R_Clavicle_control01 followed by Chest_Control01 and then press P key as shown in the following image.

L_Clavicle_control01
L_Clavicle_control01

Step 5

Select
L_FK_Arm_control01 and R_FK_Arm_control01 followed by L_FK_Wrist_control01 and then set the
value of IKFK Switch attribute as 1
to switch it in FK mode.

L_FK_Arm_control01
L_FK_Arm_control01

Step 6

Select
L_FK_Arm_control01 and R_FK_Arm_control01 followed by Chest_Control01 and then press P
key.

L_FK_Arm_control01
L_FK_Arm_control01

2. Creating Head Control Attributes

Step 1

With
Head_Control01 selected, go to Modify > Add Attributes command to open Add Attributes window.

Head_Control01
Head_Control01

Step 2

In
the Add Attributes window, write Mouth
Controls
in the Log name box and
turn on Displayable radio button. Click
on Add button. 

Add Attributes
Add Attributes

Step 3

With
the same Head_Control01 selected,
write MouthX in the Long name box and turn on Keyable radio button. Click on Add button.

Add Attributes
Add Attributes

Step 4

Following
the same way, create MouthY and MouthZ custom attributes also as shown
in the following image.

MouthY and MouthZ
MouthY and MouthZ

3. Connecting With Attributes and Jaw Joints

Step 1

With
Head_Control01 selected, go to Window > General Editor > Connection
Editor
to open Connection Editor window.

Head_Control01
Head_Control01

Step 2

In
the Connection Editor window, left side Head_Control01
attributes are already loaded. Hence, you need to load the right side’s jaw
joint attributes. 

Head_Control01
Head_Control01

Step 3

With
Jaw_jnt01 selected, click on Reload Right button to load the right
side’s jaw joint’s attributes as shown in the following image.

Reload Right
Reload Right

Step 4

Scroll
down the left side’s Head_Control01
attributes for MouthX. With MouthX attribute
selected, select rotateX in the right
side’s Jaw_jnt01 attribute.

Head_Control01
Head_Control01

Step 5

In
this way, you have connected MouthY
to rotateY and MouthZ to rotateZ as shown
in the following image.

MouthY to rotateY and MouthZ to rotateZ
MouthY to rotateY and MouthZ to rotateZ

Step 6

You
can test the created controls for deformation of the mesh, but you can see the
mesh is not deforming properly. So, you need to maintain the skin weights
accordingly. 

Test the controls
Test the controls

4. Maintaining Skin Weights

Step 1

Go
to Skin > Edit Smooth Skin > Paint
Skin Weight Tool
and click on its option box to open the Paint Skin
Weight Tool Settings
window.

Skin  Edit Smooth Skin  Paint Skin Weight Tool
Skin > Edit Smooth Skin > Paint Skin Weight Tool

Step 2

In
the Paint Skin Weight Tool Settings window, select Jaw_jnt01 under Influences hierarchy. You can see the mesh turns
black and white.

Paint Skin Weight Tool Settings
Paint Skin Weight Tool Settings

Step 3

In
the Paint Skin Weight Tool Settings window, select Jaw_jnt01 under Influences hierarchy and check on Paint operation Replace radio button.
Set the Value as
0
and then drag on the paint brush onto the upper lip mesh to reduce the weights
as shown in the following image. 

Influences hierarchy
Influences hierarchy

Step 4

In
the same way, select JawTip_jnt01
joint and then paint with paint brush onto the upper lip mesh to reduce the weights
as shown in the following image. 

JawTip_jnt01
JawTip_jnt01

Step 5

Following
the same procedure, select JawTip_jnt01
joint and then paint with paint brush onto the upper lip mesh to reduce the weights
as shown in the following image. 

JawTip_jnt01
JawTip_jnt01

Step 6

With
Jaw_jnt01 selected, turn on Smooth radio button and then click on Flood button to smooth the weight
values as shown in the following image.

Jaw_jnt01
Jaw_jnt01 

Step 7

With
Head_Control01 selected, put some
random numerical values in MouthZ
custom attribute to check the opening and closing limitations of the mouth.
This is perfect as shown in the following image.

Head_Control01
Head_Control01

Step 8

In
the Paint Skin Weight Tool Settings window, selected Head_jnt01 under Influences hierarchy
and check on Paint operation Replace
radio button.  Set the Value to 0.44 and then paint
with the paint brush on the upper lip mesh to reduce the weights as shown in
the following image. 

Paint Skin Weight Tool Settings
Paint Skin Weight Tool Settings

Step 9

In
this way, you have balanced the skin weights for the mouth opening and closing.
Following the same procedure, you can add more details to the advanced facial
expressions. 

Skin Weights
Skin Weights

5. Creating Eyes Controls

Step 1

Create
a circle curve in the front view port as shown in the following image. 

Create a circle curve
Create a circle curve

Step 2

Jump
in the vertex selection mode and reshape the circle as shown in the following image.

Jump in the vertex selection
Jump in the vertex selection

Step 3

Create
one more circle curve in the front view and place it at the right side of the eye
shape as shown in the following image.

Create one more circle curve
Create one more circle curve 

Step 4

Make
a duplicate copy of the right side eye curve circle and place it at the left
side eye shape as shown in the following image.

Make a duplicate copy
Make a duplicate copy 

Step 5

Rename
the controls as R_EyeBall_ControlBoth_EyeBall_Control
and L_EyeBall_Control. Select R_EyeBall_Control and
L_EyeBall_Control followed by Both_EyeBall_Control and then press P key for parent as shown in the following image.

Rename the controls
Rename the controls 

Step 6

With
R_EyeBall_ControlBoth_EyeBall_Control
and L_EyeBall_Control selected, go
to Edit > Delete by Type > History
command to delete the history.

Edit  Delete by Type  History
Edit > Delete by Type > History

Step 7

With
R_EyeBall_ControlBoth_EyeBall_Control
and L_EyeBall_Control selected, go
to Modify > Freeze Transformations command to make transformation values as 0.

Modify  Freeze Transformations
Modify > Freeze Transformations

6. Applying Aim Constrain

Step 1

Select
R_EyeBall_Control followed by the right
eye ball mesh and then go to Constrain
>
Aim and click on the option
box.

Constrain  Aim
Constrain > Aim 

Step 2

In
the Aim Constraint Options window, turn on Maintain offset check box and then click on Add button to apply the command.

Aim Constraint Options
Aim Constraint Options

Step 3

Next,
select L_EyeBall_Control followed by
the left eye ball mesh and then go to Constrain
>
Aim constraint.

L_EyeBall_Control
L_EyeBall_Control

Step 4

You
can test the effect of the aim constraint on the eye balls. Move the eye
control randomly and you will see the eyes are following the movement of the
eye control.

Test the aim constraint
Test the aim constraint

Step 5

You
need to link the head with the eye control also. Selet Both_EyeBall_Control followed
by Head_Control01 and then go
to Constrain > Parent and click on the option box.

Both_EyeBall_Control
Both_EyeBall_Control

Step 6

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

Parent Constraint Options
Parent Constraint Options

7. Creating Global Control

Step 1

Create
a circle curve in the top view as shown in the following image. 

Create a circle curve
Create a circle curve

Step 2

Rename
the circle curve as Global_Control.

Global_Control
Global_Control

Step 3

Now
you need to link all joints, IKs and control curves with the Global_Control.
So, go to Window > Outliner command.

Window  Outliner
Window > Outliner

Step 4

Next,
go to Show > None command on the panel view menu bar to hide all elements in the
view port. 

Show  None
Show > None

Step 5

Now,
in the Outliner window, select all controls
but the Global_Control as shown in
the following image.

Global_Control
Global_Control

Step 6

With
all control curves selected, go to Edit
> Group command to make a
group of all selected controls.

Edit  Group
Edit > Group

Step 7

In
the outliner window, rename the group as All_Control_Curves_GRP.

All_Control_Curves_GRP
All_Control_Curves_GRP

Step 8

On
the panel view menu bar, go to Show >
Joints
and check on the option box
to display only joints in the view port. 

Show  Joints
Show > Joints

Step 9

With
Root_jnt01 selected, go to Edit > Group.
Alternatively, you can press Ctrl+G
keys.

Root_jnt01
Root_jnt01

Step 10

In
the outliner window, rename the group as All_Joints_GRP
as shown in the following image.

All_Joints_GRP
All_Joints_GRP

Step 11

Next,
hide all elements except the IKs. Select all IKs and make a group. Rename the
group as All_IKs_GRP in the outliner window.

All_IKs_GRP
All_IKs_GRP

Step 12

On
the panel view menu bar, go to Show >
All to unhide all elements in the
viewport as shown in the following image.

Show  All
Show > All

Step 13

Select
L_Index_jnt03, L_Index_jnt02 and L_Index_jnt01 followed by Load Driven button
in the Set Driven Key window.

Set Driven Key
Set Driven Key

Step 14

In the outliner window, select Global_Control followed by All_Control_Curves_GRP and then go to Constrain > Parent and
click on its option box.

Constrain  Parent
Constrain > Parent

Step 15

In
the Parent Constraint Options settings window, turn on Maintain offset check box and then
click on Add button to apply the parent
constrain.

Parent Constraint Options
Parent Constraint Options

Step 16

In
the outliner window, select Global_Control
followed by All_Joints_GRP and then go to Constrain >
Scale constrain command.

Global_Control
Global_Control

Step 17

In
the outliner window, select Global_Control
followed by All_IKs_GRP and then go to Constrain >
Scale constrain command.

Constrain  Scale
Constrain > Scale

Step 18

In
the outliner window, again select Global_Control
followed by All_IKs_GRP and then go to Constrain >
parent constrain command.

Constrain  parent
Constrain > parent

Step 19

In
this way, you have created global control and also finished the complete rigging
of the Hulk’s body. You can check the deformation and mesh flow by moving the
various controls.

Now, the Hulk can be animated.

Final
Final

Conclusion

I hope you must have enjoyed the series. You can follow all parts of the series and apply the learned techniques on your any character. I wish you a happy character animation journey.