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  1. 3D & Motion Graphics
  2. Maya
Cgi

Modelling & Rigging a Cartoon Parrot in Maya: Part 12

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

In this last part of the tutorial, I will show how to create wing fold controls. 

With every part of the tutorial, the rigging process becomes more complex. The rigging of a bird is always a complex task for riggers. I'll show each and every step of wings rigging process to make your learning easy. 

1. Creating Wing Fold Controls

Step 1

Create a circle and place it at the right side as shown in the following image.

create a circle
create a circle

Step 2

Being in the vertex selection mode, edit the vertices of the circle to shape it as a star.

edit the vertices
edit the vertices

Step 3

Rename this star shaped curve as R_CtrlC_WingFold_01.

rename the curve
rename the curve

Step 4

With R_CtrlC_WingFold_01 selected, go to Edit > Delete by Type > History command to delete the history. Don’t forget to use Freeze Transformation command.

delete history
delete history

Step 5

Select R_CtrlC_WingFold_01 and R_CtrlC_Wing_a01 control curves respectively and press P key to make the selected control curve as the parent.

make parent
make parent

Step 6

Make a duplicate copy of R_CtrlC_WingFold_01 and place it at the left side. Rename it as L_CtrlC_WingFold_01.

rename the control
rename the control

2. Creating Custom Attributes for Wing Fold Controls

Step 1

With both R_CtrlC_WingFold_01 and L_CtrlC_WingFold_01 selected, go to the channel editor. With Translate, Rotate and Scale properties selected, do right click and select Hide Selected command to hide the selected attributes.

Hide Selected command
Hide Selected command

Step 2

With both control curves selected, go to Modify > Add Attribute command.

Add Attributes command

Step 3

In the Add Attribute window, put the long name as WingFold. In the Numeric  Attribute Properties, keep the values of  Minimum as 0, Maximum as 10 and Default as 0. Click on the OK button. 

Numeric  Attribute properties
Numeric Attribute properties

Step 4

With R_CtrlC_WingFold_01 curve selected, go to Animate > Set Driven Key > Set command. 

set key
set key

Step 5

In the Set Driven Key window, select R_CtrlC_WingFold_01 and click on Load Driver button to add the channel properties in the Driver group.

Load Driver and Set Driven Key
Load Driver and Set Driven Key

Step 6

Following the same procedure, select R_CtrlC_Wing_a01, R_CtrlC_Wing_b01 and R_CtrlC_Wing_c01 and then click on Load Driven button in the Set Driven Key window.

After that, with all control curves and their Translate and Rotate properties selected, click on Key button to set the initial key.

click on Key
click on Key

Step 7

With R_CtrlC_Shoulder_a01, R_CtrlC_Shoulder_b01, R_CtrlC_Shoulder_c01, R_CtrlC_Shoulder_d01, R_CtrlC_Elbow_a01, R_CtrlC_Elbow_b01, R_CtrlC_Elbow_c01, R_CtrlC_Wrist_a01, R_CtrlC_Wrist_b01 and R_CtrlC_Wrist_c01 selected, load all these in the Driven group. 

With all Translate, Rotate and custom attributes Fan and Twist selected, click on Key button to add new initial key frame.

click on Key
click on Key

Step 8

With CC_FeatherMiddle_a01, CC_FeatherMiddle_b01, CC_FeatherMiddle_C01 and Rotate Z selected, click on Key button to add initial key.

click on Key
click on Key

Step 9

It’s time to create secondary key. Select R_CtrlC_Wing_a01, R_CtrlC_Wing_b01 and R_CtrlC_Wing_c01 and Translate XYZ and Rotate XYZ properties.

create secondary key
create secondary key

Step 10

With the control curves selected, set it like wing fold as shown in the following image.

wing fold
wing fold

Step 11

Arrange CC_FeatherMiddle_a01, CC_FeatherMiddle_b01 and CC_FeatherMiddle_C01 also like feather fold. 

feather fold
feather fold

Step 12

In this way, adjust the maximum fold of wings and then add secondary key.

add secondary key
add secondary key

Step 13

After adjusting the controls like wings fold, you can see the result as shown in the following image.

adjust the wing fold control
adjust the wing fold control

Step 14

With CC_FeatherMiddle_a01, CC_FeatherMiddle_b01, CC_FeatherMiddle_C01 and Rotate Z selected, click on Key button to add secondary key as shown in the following image.

click on Key
click on Key

Step 15

With R_CtrlC_Shoulder_a01, R_CtrlC_Shoulder_b01, R_CtrlC_Shoulder_c01, R_CtrlC_Shoulder_d01, R_CtrlC_Elbow_a01, R_CtrlC_Elbow_b01, R_CtrlC_Elbow_c01, R_CtrlC_Wrist_a01, R_CtrlC_Wrist_b01 and R_CtrlC_Wrist_c01 selected, load them in Driven group. With custom attributes Fan and Twist selected, click on Key button to add new Initial key frame.

click on Key
click on Key

Step 16

With the same driven group objects selected, select Translate XYZ, Rotate XYZ and Twist attributes. 

Arrange the controls for the proper wings fold and then click on Key button to add secondary key. 

click on Key and add secondary button
click on Key and add secondary button

Step 17

To add some more folds of the wings, select R_CtrlC_WingFold and set its value to 10 in the channel editor. 

Click on Key button to add the final key. 

click on Key
click on Key 

Step 18

Following the same way, set Maximum 10 value for all control curves one by one.

set maximum value for all control curves
set maximum value for all control curves

Step 19

Finally, the set driven key process for controlling wings for animation is completed. 

the set driven key is completed
the set driven key is completed

Step 20

Following the same process, complete the wings rig controls for the left side also. Now it’s time to color the controls curves to be identified easily.

create wing rig controls for opposite side also
create wing rig controls for opposite side also

Step 21

With CtrlC_Pelvis01 selected, press Ctrl-A key to open Attribute Editor. In the Attribute Editor, under Drawing Overrides tab, turn on Enable Overrides option. Set the Color as red.

colorize the controls
colorize the controls

You can see the result.

the result
the result

Step 22

Following the same process, colorize all controls curves with different colors. 

colorize all controls
colorize all controls

Step 23

The rig is finally complete. You can now animate it by using controls. 

final rig
final rig

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