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  1. 3D & Motion Graphics
  2. Maya
Cgi

Rigging of Hulk: Part 2

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

1. Creating Layers

Step 1

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

Start Maya
Start Maya

Step 2

Create two layers for body and pant mesh and keep both layers in template mode for wire frame. 

Create two layers
Create two layers

2. Creating Leg IKs

Step 1

To start creating IKs, jump in the Animation mode. Go to Skeleton > IK Handle Tool and click on its option box.

Skeleton  IK Handle Tool
Skeleton > IK Handle Tool

Step 2

In the IK tool attributes panel, change the Current solver to ikRPsolver (Inverse Kinematic Rotate Plane solver).

ikRPsolver
ikRPsolver

Step 3

With ikRPsolver handle tool selected, click on L_Thigh_jnt01 joint and click on L_Heel_jnt01 joint. It creates the green colored IK as shown in the following image.

ikRPsolver
ikRPsolver

Step 4

With the IK tool selected, change the Current solver to ikSCsolver (Inverse Kinematic Single Chain solver).

ikSCsolver
ikSCsolver

Step 5

With the ikSCsolver handle tool selected, click on L_Heel_jnt01 joint and then click on L_Toe_jnt01

Repeat the process by clicking on L_Toe_jnt01 joint and then click on L_ToeTip_jnt01 joint. It creates two IKs. 

Turn off the visibility of pant and body layers to see the IKs clearly as shown in the following image.

ikSCsolver
ikSCsolver

Step 6

Rename the IKs as L_Ankle_IK01, L_Foot_IK01 and L_Toe_IK01 as shown in the following image.

Rename the IKs
Rename the IKs

Step 7

Following the same way, create the IKs for the right side also.

Right side IKs
Right side IKs

Step 8

With the ikRpsolver selected, first click on R_Thigh_jnt01 joint and then click on R_Heel_jnt01 joint.

ikRpsolver
ikRpsolver 

Step 9

With ikSCsolver handle tool selected, first click on R_Heel_jnt01 joint and then click on R_Toe_jnt01

Again, click on R_Toe_jnt01 joint and then click on R_ToeTip_jnt01 joint.

ikSCsolver
ikSCsolver

Step 10

Rename the IKs as R_Ankle_IK01, R_Foot_IK01 and R_Toe_IK01.

Rename the IKs
Rename the IKs

3. Creating Spine IK

Step 1

Go to Skeleton > IK Spline Handle Tool.

Skeleton  IK Spline Handle Tool
Skeleton > IK Spline Handle Tool

Step 2

With the IK Spline Handle Tool selected, first click on Spine_jnt01 and then click on Neck_jnt01 to create spine IK as shown in the following image.

IK Spline Handle Tool
IK Spline Handle Tool

Step 3

Rename the IK as Spine_IK_01.

Rename the IK
Rename the IK 

Step 4

It is to be noted that whenever you apply IK Spline Handle Tool, the spline is created with four control vertices.

IK Spline Handle Tool
IK Spline Handle Tool

4. Creating Hands IKs

Step 1

For creating clavicle IK, go to Skeleton > IK Handle Tool and click on the option box.

Skeleton  IK Handle Tool
Skeleton > IK Handle Tool

Step 2

In the IK tool attributes panel, set the Current solver to ikSCsolver (Inverse Kinematic Single Chain solver).

Current solver to ikSCsolver
Current solver to ikSCsolver

Step 3

With ikSCsolver selected, click on L_Clavicle_jnt01 and then click on L_Arm_jnt01 to create IK handle.

ikSCsolver
ikSCsolver

Step 4

Rename it as L_Clavicle_IK_01.

Rename it as L_Clavicle_IK_01
Rename it as L_Clavicle_IK_01

Step 5

Set the Current solver to ikRpsolver.

Set the Current solver to ikRpsolver
Set the Current solver to ikRpsolver

Step 6

With ikRPsolver selected, click on L_Arm_jnt01 and then click on L_wristTwist_jnt01.

ikRPsolver
ikRPsolver

Step 7

With the newly created IK handle selected, go to Window > Hypergraph:Hierarchy.   

Window  HypergraphHierarchy
Window > Hypergraph:Hierarchy

Step 8

In the Hypergraph Input Output window, click on the Input and Output connections button to view all connected components as shown in the following image.

Hypergraph Input Output
Hypergraph Input Output

Step 9

Select effectors component of IK as highlighted in the following image.

Effectors
Effectors 

Step 10

Turn on Snap to points button on the status bar and then with Move tool selected, hold down middle mouse button and drag it on the L_wrist_jnt01 to snap it as shown in the following image.

Snap to points
Snap to points

Step 11

In the Hypergraph Input Output window, select IK handle as shown in the following image.

Hypergraph Input Output
Hypergraph Input Output

Step 12

Rename the IK as L_Hand_IK_01.

Rename the IK as L_Hand_IK_01
Rename the IK as L_Hand_IK_01

Step 13

In the IK tool attributes panel, set the Current solver to ikSCsolver

ikSCsolver
ikSCsolver

Step 14

For applying another IK, set the Current solver to ikRPsolver.

ikRPsolver
ikRPsolver

Step 15

Following the same way, create hand IK for the right side hand as shown in the following image.

Right hand IK
Right hand IK

Step 16

With the IK handle selected, go to Window > Hypergraph:Hierarchy.   

Window  HypergraphHierarchy
Window > Hypergraph:Hierarchy

Step 17

In the Hypergraph Input Output window, click on Input and Output connections button to view all connected components. After that, select effectors component as highlighted in the following image.

Hypergraph Input Output
Hypergraph Input Output

Step 18

Turn on Snap to points button on the status bar and then with Move tool selected, hold down middle mouse button and drag it on the R_wrist_jnt01 to snap it as shown in the following image.

Snap to points
Snap to points

Step 19

Turn off Snap to point button on the status button bar.

Turn off Snap to point
Turn off Snap to point

Step 20

Rename the IKs as R_Clavicle_IK_01 and R_Hand_IK_01.

Rename the IKs
Rename the IKs

5. Creating Head IKs

Step 1

For creating head IK, go to Skeleton > IK Handle Tool.

Skeleton  IK Handle Tool
Skeleton > IK Handle Tool

Step 2

With the IK Handle Tool selected, first click on Neck_jnt01 and then click on Head_jnt01.

IK Handle Tool
IK Handle Tool

Step 3

Rename the IK as Head_IK_01.

Rename the IK
Rename the IK 

Step 4

In this way, creating IKs for all joints is completed.    

Creating joints done
Creating joints done

6. Applying Skin Modifier

Step 1

Now to apply the skin modifier. Turn on visibility of both mesh layers as shown in the following image.

Turn on visibility
Turn on visibility

Step 2

Select all meshes and the Root_jnt01 joint together as shown in the following image.

Root_jnt01
Root_jnt01

Step 3

Go to Skin > Bind Skin > Smooth Bind.

Skin  Bind Skin  Smooth Bind
Skin > Bind Skin > Smooth Bind

Step 4

Go to Shading menu in the panel menu bar and turn on Smooth Shade All and X-Ray joint options.

X-Ray joint
X-Ray joint 

Step 5

To test the applied skin modifier, select and rotate the neck joint a little bit. You can see the head mesh is not deforming properly with hair mesh and eye balls.

Testing skin modifier
Testing skin modifier

Step 6

You need to parent the eye balls and hair mesh. Therefore, with the hair mesh selected, go to HeadTip_jnt and press P key to parent them as shown in the following image.

HeadTip_jnt
HeadTip_jnt

Step 7

Follow the same procedure with eye balls. With both eyes’ balls selected, hold down Shift key and then select Head_jnt01 and press P key to parent them.

Head_jnt01
Head_jnt01

Step 8

To test the skinning of the head, select and rotate the Head_jnt01 joint. This time both eye balls and head mesh rotate with the joint as shown in the following image.

Head_jnt01 joint
Head_jnt01 joint

Step 9

You can apply a temporary material on the eyes balls to look better. So, with both eyes balls meshes selected, do a right click and select Assign Favorite Material > Blinn as shown in the following image.

Assign Favorite Material  Blinn
Assign Favorite Material > Blinn

Step 10

Follow the same procedure for the pupils of the eye balls but apply the black color as shown in the following image.

Follow the same procedure for the pupils
Follow the same procedure for the pupils

Step 11

Now it looks like as shown in the following image.

The result
The result

Step 12

In this way, creating IKs and applying skin modifier have been completed. 

Body rigging done
Body rigging done

Conclusion

In the next part of the tutorial, I'll show you how to create various controls for animation.

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