Creating a Jurassic World Dinosaur Character in Maya: Part 15



1. Creating Hip Control
Step 1
Start Maya and open the file which was saved in the last part of the tutorial.



Step 2
Create a circle curve and then place it above the pelvis control curve, hold down D and V keys together, scrub the middle mouse on Spine01_Jnt01 joint.



Step 3
Rename both controls as Pelvis_Control and Hip_Shake_Control as shown in the following image.



2. Creating ABs Control
Step 1
Jump into the front view, create a circle curve on the grid as shown in the following image.



Step 2
Snap the curve with Spine02_Jnt01 joint as shown in the following image.



Step 3
Jump in the vertex selection mode and reshape the vertices as per shown in the following image.



3. Creating Chest Control
Step 1
Create a duplicate cube curve and reshape it as shown in the following image.



Step 2
Snap the curve Spine03_Jnt01 joint and reshape it as shown in the following image.



4. Creating Neck Control
Step 1
Create a circle curve again in the front view. Snap it with Neck01_Jnt01 joint as shown in the following image.



Step 2
Reshape the neck control curve as shown in the following image.



Step 3
Rename the curves as Neack_Control, Chest_Control and ABS_Control respectively.



5. Creating Foot and Hand Controls
Step 1
In the Tool Settings window, click on CV Curve Tool and turn on 3 Cubic radio button.



Step 2
Jump in top view, go to Shading menu and turn on Wireframe option or press 4 key.



Step 3
Draw a claw like curve for the left foot as shown in the following image.



Step 4
Duplicate the left foot curve and set the value of Scale X to -1 to flip as mirror for right foot curve.



Step 5
Create two resized duplicate cube curves and then snap them both with both hand joints.



Step 6
Rename both foot controls as Right_Foot_Control and Left_Foot_Control as shown in the following image.



Step 7
Rename both hands as Right_Hand_Control and Left_Hand_Control as image shown.



6. Creating Head Controls
Step 1
Create a duplicate cube curve and snap it with Head01_Jnt01 joint.



Step 2
Following the previous method, reshape it as head bounding box as shown in the following image.



Step 3
Rename the curve as Head Control.



7. Cleaning History and Freezing Transformation
Step 1
With all control curves selected, go to Edit > Delete by Type > History.



Step 2
Go to Modify > Freeze Transformations command to freeze all transformation at 0 value.



Step 3
Turn on Bounding Box Information tab in Attribute Editor and check on Enable Overrides.



Step 4
Finally with all control curves setup, the dinosaur is ready to animate.



Conclusion
I hope that you have found this series of tutorials interesting and that you have learnt new techniques or perfecting existing knowledge. If you have any questions or constructive feedback, please comment below.