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  1. 3D & Motion Graphics
  2. Maya
Cgi

Creating a Jurassic World Dinosaur Character in Maya: Part 13

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Difficulty:IntermediateLength:ShortLanguages:
Final product image
What You'll Be Creating

1. Parenting Teeth and Jaw Mesh Joints

Step 1

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

Start Maya
Start Maya

Step 2

Select all teeth meshes, go to Mesh > Separate tool to separate all teeth as shown in the following image.

Mesh  Separate
Mesh > Separate

Step 3

Hide the body. To hide the joints, go to Show > Joints and turn it off.

Show  Joints
Show > Joints

Step 4

With all lower teeth selected, go to Mesh > Combine command to combine.

Mesh  Combine
Mesh > Combine

Step 5

You can see all combined teeth mesh as shown in the following image.

All teeth meshes
All teeth meshes

Step 6

Follow the same process for upper teeth also. With all upper teeth selected, go to Mesh > Combine command to combine.

Mesh  Combine
Mesh > Combine 

Step 7

Go to Outliner window and unhide all meshes by pressing Shift-H key as shown in the following image.

Outliner window
Outliner window

Step 8

Select Eye ball mesh, Upper teeth mesh and Upper Gum mesh followed by Head02_Jnt01 and then pressed P key to parent.

Parent
Parent

Step 9

Select Lower teeth mesh, Lower Gum mesh followed by Jaw01_Jnt01 and then press P key to parent.

Parent
Parent

Step 10

In this way, I've parented jaw and gum including eye ball meshes also. Rotate the neck joint to check the connectivity.

Rotate the neck joint
Rotate the neck joint 

Step 11

Select and rotate Head02_Jnt01 to check if all upper teeth and gum including eye balls follow or not. It looks good.

Select and rotate Head02_Jnt01
Select and rotate Head02_Jnt01

2. Skin Binding With Body Mesh

Step 1

Select the body mesh followed by Root01_Jnt01 and then go to Skin > Bind Skin and click on the option box.

Skin Binding
Skin Binding

Step 2

In the Bind Skin Options window, set the value of Max influences as 2 and then click on Bind Skin button to apply the Skin command.

Bind Skin Options window
Bind Skin Options window

Step 3

To check the effectiveness of skinning, rotate the thigh joint. You will see some abnormal deformations. You'll need to correct the skin weight settings to rectify the problem.

Check the effectiveness of skinning
Check the effectiveness of skinning

3. Applying IKs With Joints

Step 1

Go to Skeleton > Create IK Handle and click on the option box.

Skeleton  Create IK Handle
Skeleton > Create IK Handle

Step 2

In the Tool Settings window, set the Current solver to Rotate-Plane Solver as shown in the following image. 

Tool Settings window
Tool Settings window

Step 3

With Create IK Handle tool selected, click on Left_Pelvis_Jnt01 and then click on Left_Ankle_Jnt01. You'll see the IK handle as shown in the following image.

Create IK Handle
Create IK Handle 

Step 4

Following the same way, apply IKs on both legs and hands joints and then rename these as Left_Leg_IK_handle01, Right_Leg_IK_handle01, Left_Hand_IK_handle01 and Right_Hand_IK_handle01 as shown in the following image.

Following the same way
Following the same way

4. Creating Spline IKs on Spine Joints

Step 1

Go to Skeleton > Create IK Spline Handle and click on option box. In the settings window, keep all settings by default.

Skeleton  Create IK Spline Handle
Skeleton > Create IK Spline Handle

Step 2

With Create IK Spline Handle tool selected, first click on Spine01_Jnt01 and then click on Neck01_Jnt01 to apply the spline IK handle tool as shown in the following image.

Create IK Spline Handle
Create IK Spline Handle

Step 4

After applying Spline IK Handle tool, you can see a spline curve under the joint connected with Ik handle.

Spline IK Handle
Spline IK Handle

Step 5

With the Spline Curve selected, click on Components selection on the status buttons bar to select the vertices of the Spline Curve as shown in the following image.

Spline Curve
Spline Curve

Step 6

With the first vertex selected, go to Deform > Cluster and click on the option box.

Deform  Cluster
Deform > Cluster

Step 7

In the Cluster Option window, turn on Mode Relative box and then click on Create button to create the cluster for selected vertex.

Cluster Option
Cluster Option

Step 8

Select the cluster, go to clusterHandleShape tab, set Origin Y and Z values to shift it upward as shown in the following image.

Go to clusterHandleShape
Go to clusterHandleShape

Step 9

In this way, you have created three more clusters according to the vertices. Shift them all upward a bit.

Create three more clusters
Create three more clusters

Step 10

In this way, you have completed creating spine Ik handle with clusters. 

Final rigging
Final rigging

Conclusion

In next part, I'll show how to set skin weight and controls.

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