1. Rigging
Step 1
Start Maya and open the file which was saved in the last part of the tutorial. Select
the bone ear.lower.L and hold down the Shift key.

Step 2
With the shift key held down, select the head bone
and then go to Make Parent (Alt-P) > Keep Offset.

Step 3
Select
the arm.upper.L bone and hold down the Shift key.

Step 4
With the Shift key held down, select the chest bone
and then go to Make Parent (Alt-P) > Keep Offset.

Step 5
Select
the leg.upper.L bone and hold down the Shift key.

Step 6
With the Shift key held down, select the torso bone
shown and then go to Make Parent (Alt-P) > Keep Offset.

Step 7
Select
the torso bone and hold down the Shift key.

Step 8
With the Shift key held down, select the root bone
and then go to Make Parent (Alt-P) > Keep Offset.

Step 9
Select
the feet.L.IK bone and in the bone tab, untick Deform.

Step 10
Select
the hand.L.IK bone and in the bone tab, untick Deform.

Step 11
Switch
to Pose mode.

Step 12
Select
leg.lower.L and on the Bone Constraint tab, add a new Inverse Kinematics.

Step 13
Select
the feet.L.IK for the Bone: slot
Step 14
Select
feet.L bone and add a new Copy Rotation constraint.

Step 15
Put
feet.L.IK for the Bone: slot.

Step 16
Switch
to Edit mode and select the circle shown and snap Cursor to Selected (Shift-S).

Step 17
Select
feet.L.IK bone and snap Selection to Cursor (Shift-S).

Step 18
Ensure the result is as shown below.

Step 19
Select
the circle on hand.L bone and snap Cursor to Selected (Shift-S).

Step 20
Select
hand.L.IK bone and snap Selection to Cursor (Shift-S).

Step 21
Ensure the result is as shown below.

Step 22
Switch
back to Pose mode and add a new Inverse Kinematics constraint for the arm.lower.L
bone.

Step 23
Select
the hand.L.IK for the Bone: slot.

Step 24
Select
hand.L and add a new Copy Rotation constraint.

Step 25
The
bone should look as shown below.

Step 26
Select
hand.L.IK and grab it around to
test. Do the same for feet.L.IK.

Step 27
Select
hand.L.IK and feet.L.IK bone
(To select multiple bones, hold Shift).

Step 28
Select
root bone last and go to Make Parent (Ctrl-P) > Keep Offset.

Step 29
Now
the IK should work perfectly.

Step 30
Go
into Edit mode. Reset the 3D Cursor (Shift-C). Box select (B) the bones as shown below.

Step 31
Set the Pivot Point to 3D Cursor.

Step 32
Duplicate
(Shift-D) the bone and mirror in the X-axis (X > -1).

Step 33
Rename
each bone as shown in the following image.

Step 34
Switch to Object mode and select the rabbit.

Step 35
Select the armature and Set Parent to (Ctrl+P) With
Automatic Weights.

Step 36
Select Armature.

Step 37
Select
the rabbit too and switch to Weight Paint (Ctrl-Tab).

Step 38
Select the paint tool and set it to Add.

Step 39
Enable
X Mirror.

Step 40
Start painting weights.
Step 41
Fix
the weights on each bone using the Subtract or Add.

Step 42
This
is an example of how a weight should affect the mesh.

Step 43
Test
the IK Bone.

Step 44
Fix the weight issues if any.

Step 45
Now the result is smoother.

Step 46
Test
the leg IK.

Step 47
Select the hand IK and reset the position (Alt-G) and rotation (Alt-R).

Step 48
Select
the bone and fix weights accordingly.

Step 49
Result
is as shown below.

Step 50
Continue
the process for each bone until you are satisfied with the result. Test this by
posing the model.


Conclusion
That's all for this tutorial series, I hope you enjoyed this series and please do feedback your experiences, below.
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