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  1. 3D & Motion Graphics
  2. Maya

Creating a Jurassic World Dinosaur Character in Maya: Part 14

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Read Time: 3 min
Final product imageFinal product imageFinal product image
What You'll Be Creating

1. Setting Up Skin Weight

Step 1

Start Maya and open the file which was saved in the last part of the tutorial.

Start MayaStart MayaStart Maya
Start Maya

Step 2

Go to the Rigging mode. Go to Skin > Paint Skin Weights and click on the option box.

Rigging modeRigging modeRigging mode
Rigging mode

Step 3

It opens the skin Tool Settings window. You'll  notice the skin weight in white shade on the body mesh. Now adjust and set weight values for proper anatomical form as per need.

Tool Settings windowTool Settings windowTool Settings window
Tool Settings window

Step 4

Select Root01_Jnt01 and you can see values around the pelvis area. Remove unwanted values which are not important.

Root01_Jnt01Root01_Jnt01Root01_Jnt01
Root01_Jnt01

Step 5

Select Root01_Jnt01, turn on Replace paint operation radio button, select soft Profile brush with Value as 0.00.

Root01_Jnt01Root01_Jnt01Root01_Jnt01
Root01_Jnt01

Step 6

Brush on unwanted surface’s vertices to reduce the weight values as shown in the following image.

Brush on unwanted surfaceBrush on unwanted surfaceBrush on unwanted surface
Brush on unwanted surface

Step 7

If you want all zero value surface mesh, keep 0 value in Value slider box and click on the Flood button.

Flood buttonFlood buttonFlood button
Flood button

Step 8

Now you can see all mesh become black indicating 0 weight value as shown in the following image.

Black meshBlack meshBlack mesh
Black mesh

Step 9

Select Left_Pelvis_Jnt01 joint, turn on Replace paint operation radio button, select soft Profile brush with Value as 0.00.

Left_Pelvis_Jnt01Left_Pelvis_Jnt01Left_Pelvis_Jnt01
Left_Pelvis_Jnt01

Step 10

Now you can paint the weight values as per requirement for mesh deformation as shown in the following image.

Paint the weight valuesPaint the weight valuesPaint the weight values
Paint the weight values

Step 11

Select Left_Pelvis_Jnt01 joint, turn on Smooth radio button, click on the Flood button two to three times to continue weight smoothing.

Left_Pelvis_Jnt01Left_Pelvis_Jnt01Left_Pelvis_Jnt01
Left_Pelvis_Jnt01

Step 12

In this way, you can see smooth result indicated by blurred and smudged skin weight as shown in the following image.

Smooth mesh Smooth mesh Smooth mesh
Smooth mesh 

Step 13

Select Left_Tibia_Jnt01 joint, turn on Replace paint operation radio button, select soft Profile brush with Value as 0.00.

Left_Tibia_Jnt01Left_Tibia_Jnt01Left_Tibia_Jnt01
Left_Tibia_Jnt01

Step 14

Set skin weight for proper leg deformation as per need.

Set skin weightSet skin weightSet skin weight
Set skin weight

Step 15

With same Left_Pelvis_Jnt01 joint selected, turn on Smooth radio button, click on Flood button two three times to continue smoothing weight.

Left_Pelvis_Jnt01Left_Pelvis_Jnt01Left_Pelvis_Jnt01
Left_Pelvis_Jnt01

Step 16

Select foot IK handle and shift it up a little bit. You will see some improper mesh deformation around the stomach area. You need to fix it.

Select foot IK handleSelect foot IK handleSelect foot IK handle
Select foot IK handle

2. Creating Global Control

Step 1

Create a circle and place it at the centre of both feet as shown in the following image.

Create a circleCreate a circleCreate a circle
Create a circle

Step 2

Rename this curve as Global_Control.

Rename this curve as Global_ControlRename this curve as Global_ControlRename this curve as Global_Control
Rename this curve as Global_Control

3. Creating Tail Control

Step 1

Go to Create > Curve Tools > CV Curve Tool and click on its option box.

Create  Curve Tools  CV Curve ToolCreate  Curve Tools  CV Curve ToolCreate  Curve Tools  CV Curve Tool
Create > Curve Tools > CV Curve Tool

Step 2

In the Tool Settings window, turn on Curve Degree 1 Linear radio button as shown in the following image.

Tool Settings windowTool Settings windowTool Settings window
Tool Settings window

Step 3

With the help of CV Curve Tool, draw the indicated shape as shown in the following image.

CV Curve ToolCV Curve ToolCV Curve Tool
CV Curve Tool

Step 4

With the shape selected, go to Modify > Center Pivot as shown in the following image.

Modify  Center PivotModify  Center PivotModify  Center Pivot
Modify > Center Pivot

Step 5

Align and place the curve with Tail02_Jnt01 joint by holding down V key for point snapping as shown in the following image.

Tail02_Jnt01Tail02_Jnt01Tail02_Jnt01
Tail02_Jnt01

Step 6

Rename the curve as Tail_Control.

Tail_ControlTail_ControlTail_Control

4. Creating Pelvis Control

Step 1

Create a poly cube on the perspective grid.

Create a poly cubeCreate a poly cubeCreate a poly cube
Create a poly cube

Step 2

Go to Create > Curve Tools > CV Curve Tool and click on Curve snapping tool icon in the status button bar.

Create  Curve Tools  CV Curve ToolCreate  Curve Tools  CV Curve ToolCreate  Curve Tools  CV Curve Tool
Create > Curve Tools > CV Curve Tool

Step 3

Click on each corner vertex of the cube and press Enter key to finish.

Press Enter keyPress Enter keyPress Enter key
Press Enter key

Step 4

Delete the polygon cube and you are left with the curve cube.

Delete the polygon cubeDelete the polygon cubeDelete the polygon cube
Delete the polygon cube

Step 5

Duplicate the curve cube. In the component selection mode, scale it up as shown in the following image.

Duplicate the curve cubeDuplicate the curve cubeDuplicate the curve cube
Duplicate the curve cube

Step 6

Before placing curve cube, you need to turn on the template button on Layer option button to display mesh template mode as shown in the following image.

Layer optionLayer optionLayer option
Layer option

Step 7

Select the cube circle and while holding down the V key, snap it with Root01_Jnt01 joint as shown in the following image.

Select the cube circleSelect the cube circleSelect the cube circle
Select the cube circle

Step 8

Edit or reshape the curve as shown in the following image.

Edit or reshape the curveEdit or reshape the curveEdit or reshape the curve
Edit or reshape the curve

Conclusion

In the nest part of the tutorial, I'll show you how to create the rest of the controls for proper deformation.

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