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  1. 3D & Motion Graphics
  2. Maya
Cgi

Rigging of Hulk: Part 3

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

1. Creating Inverse Leg Joints

Step 1

Open Maya. Open the file which was saved in the previous part of the tutorial.

Open Maya
Open Maya

Step 2

Jump in the side view. Turn off the visibility button to hide the Hulk’s mesh.

Turn off the visibility
Turn off the visibility

Step 3

With the Animation mode selected, go to Skeleton > Joint Tool for creating inverse leg joints.

Animation mode
Animation mode

Step 4

Create four joints beneath the heel joint as shown in the following image.

Create four joints
Create four joints

Step 5

With the Z axis selected, press V on the keyboard (Point Snapping) and drag onto the heel joint to align and snap the joints as shown in the following image.

Point Snapping
Point Snapping

Step 6

Rename the created joints as L_Rev_Heel_jnt01, L_Rev_Toe_jnt01, L_Rev_Ball_jnt01 and L_Rev_Ankle_jnt01 respectively.

Rename the created joints
Rename the created joints

Step 7

In this way, the left leg’s reverse joints are completed. Following the same way, you have to create the reverse joints for the right leg also.

Reverse joints completed
Reverse joints completed

Step 8

With L_Rev_Heel_jnt01 joint selected, go to Skeleton > Mirror Joint and click on its option box.

Skelton  Mirror Joint
Skeleton > Mirror Joint

Step 9

In the Mirror Joint Options window, turn on Mirror across YZ radio button and type Search for L_ and Replace with R_. Click on Mirror button to mirror the joints. 

Mirror Joint Options
Mirror Joint Options

Step 10

The mirrored joints automatically get renamed accordingly as shown in image.

Rename the joints
Rename the joints

2. Parenting Reverse Joints and IKs

Step 1

For parenting the reverse joint with IKs, first select L_Ankle_IK01 followed by L_Rev_Ankle_jnt01 and then go to Edit > Parent or press P key.

Parenting reverse joints
Parenting reverse joints

Step 2

Following the same way, first select L_Foot_IK01 followed by L_Rev_Ball_jnt01 and press P key to parent as shown in the following image.

L_Foot_IK01 followed by L_Rev_Ball_jnt01
L_Foot_IK01 followed by L_Rev_Ball_jnt01

Step 3

Next, select L_Toe_IK01 followed by L_Rev_Toe_jnt01 and press P key to parent it as well.

L_Toe_IK01 followed by L_Rev_Toe_jnt01
L_Toe_IK01 followed by L_Rev_Toe_jnt01

Step 4

Following the same way, perform the parenting task on the right side IKs and reverse joints also.

Parenting
Parenting

3. Creating Curve Controls

Step 1

Unhide the Hulk’s mesh. 

Unhide the Hulks mesh
Unhide the Hulk’s mesh

Step 2

Create a circular curve around the left foot as shown in the following image.

Create a circular curve
Create a circular curve

Step 3

With the curve selected, press F9 key to jump into Control Vertex mode and edit the curve like a foot shape as shown in the following image.

Control Vertex mode
Control Vertex mode

Step 4

After modifying the curve, press F8 key to jump back into object mode. With the move tool selected, hold down D and V keys together and then drag the middle mouse button onto L_Heel_jnt01 joint to snap the pivot of the curve.

Object mode
Object mode

Step 5

Rename the curve as L_Foot_Control01.

L_Foot_Control01
L_Foot_Control01

4. Adding Custom Attributes

Step 1

With L_Foot_Control01 curve selected, go to Modify > Add Attributes command.

Modify  Add Attributes
Modify > Add Attributes

Step 2

In the Add Attribute settings window, write Foot Attributes for Log name and turn on Displayable radio button and then click on Add button.

Add Attribute
Add Attribute

Step 3

Next, write LegRoll for Long name and turn on Keyable and Float radio buttons. In the Numeric Attribute Properties, keep the values of Minimum to -10, Maximum to 10 and Default to 0. Click on Add button.

Add Attribute
Add Attribute

Step 4

Next, write HeelPivot for the Long name and turn on Keyable and Float radio buttons. In the Numeric Attribute Properties, keep the values of Minimum to -5, Maximum to 5 and Default to 0. Click on Add button.

Add Attribute
Add Attribute

Step 5

Next, write ToePivot for the Long name and turn on Keyable and Float radio buttons. In the Numeric Attribute Properties, keep the values of Minimum to -5, Maximum to 5 and Default to 0. Click on Add button.

Add Attribute
Add Attribute

Step 6

With L_Foot_Control01 curve selected, go to Modify > Freeze Transformations to freeze the selected control curve.

Modify  Freeze Transformations
Modify > Freeze Transformations

Step 7

With L_Foot_Control01 curve selected, go to Edit > Delete by Type > History command  to delete history of the control curve.

Edit  Delete by Type  History
Edit > Delete by Type > History

Step 8

Now you can see the custom attributes are created inside L_Foot_Control01 curve channel editor as shown in the following image.

L_Foot_Control01
L_Foot_Control01

Step 9

Make a duplicate of L_Foot_Control01 curve for the right side foot. Keep the value of Scale X as -1 and snap it to R_Heel_jnt01 joint. Rename it as R_Foot_Control01.

L_Foot_Control01 curve duplicate
L_Foot_Control01 curve duplicate

5. Adding Set Driven Keys

Step 1

With L_Foot_Control01 selected, go to Animate > Set Driven Key > Set command.

Animate  Set Driven Key  Set
Animate > Set Driven Key > Set

Step 2

In the Set Driven Key window, first select L_Foot_Control01 and click on Load Driver button. After that, select L_Rev_Heel_jnt01, L_Rev_Toe_jnt01 and L_Rev_Ball_jnt01 and then click on Load Driven button as shown in the following image.

Set Driven Key window
Set Driven Key window

Step 3

Select L_Foot_Control01 followed by LegRoll and then select L_Rev_Heel_jnt01 followed by Rotate Z. Click on Key button to add the initial key as shown in following image.

L_Foot_Control01
L_Foot_Control01

Step 4

Select L_Foot_Control01 followed by LegRoll and then set LegRoll value as -10 in the Channel Editor as shown in the following image.

L_Foot_Control01 followed by LegRoll
L_Foot_Control01 followed by LegRoll

Step 5

With L_Rev_Heel_jnt01 selected, set Rotate Z value as 30 and then click on Key button to add the secondary key on the selected attribute.

Add the secondary key
Add the secondary key

Step 6

Select L_Foot_Control01 followed by LegRoll and set LegRoll value as 5.

 L_Foot_Control01 followed by LegRoll
L_Foot_Control01 followed by LegRoll

Step 7

Select L_Rev_Ball_jnt01 and set Rotate Z value as 20.  Click on Key button to add secondary key on the selected attribute as shown in the following image.

Add secondary key
Add secondary key

Step 8

Select L_Foot_Control01 followed by LegRoll and set LegRoll value as 10.

 L_Foot_Control01 followed by LegRoll
L_Foot_Control01 followed by LegRoll

Step 9

With L_Rev_Toe_jnt01 selected, set Rotate Z value to 30. Click on Key button to add secondary key on the selected attribute.

Add secondary key
Add secondary key

Step 10

In the Set Driven Key window, select L_Foot_Control01 followed by Heel Pivot. Select L_Rev_Heel_jnt01 followed by Rotate Y and then click on Key button to add initial key.

Set Driven Key window
Set Driven Key window

Step 11

Select L_Foot_Control01 followed by Heel Pivot and set Heel Pivot value as -5.

L_Foot_Control01
L_Foot_Control01

Step 12

Select L_Rev_Heel_jnt01 followed by Rotate Y and set Rotate Y value to 30. Click on Key button to key the selected attribute. 

L_Rev_Heel_jnt01 followed by Rotate Y
L_Rev_Heel_jnt01 followed by Rotate Y

Step 13

Select L_Foot_Control01 followed by Heel Pivot and set Heel Pivot value to 5.

L_Foot_Control01 followed by Heel Pivot
L_Foot_Control01 followed by Heel Pivot

Step 14

Select L_Rev_Heel_jnt01 followed by Rotate Y and set Rotate Y value to -30. Click on Key button to key the selected attribute.

L_Rev_Heel_jnt01 followed by Rotate Y
L_Rev_Heel_jnt01 followed by Rotate Y

Step 15

In the Set Driven Key window, select L_Foot_Control01 followed by Toe Pivot. Select L_Rev_Toe_jnt01 followed by Rotate Y and then click on Key button to add the initial key.

Set Driven Key window
Set Driven Key window

Step 16

Select L_Foot_Control01 followed by Toe Pivot and set Toe Pivot value to -5.

L_Foot_Control01 followed by Toe Pivot
L_Foot_Control01 followed by Toe Pivot

Step 17

Select L_Rev_Toe_jnt01 followed by Rotate Y and set Rotate Y value to -30. Click on Key button to key the selected attribute.

L_Rev_Toe_jnt01 followed by Rotate Y
L_Rev_Toe_jnt01 followed by Rotate Y

Step 18

Select L_Foot_Control01 followed by Toe Pivot and set Toe Pivot value to 5.

L_Foot_Control01 followed by Toe Pivot
L_Foot_Control01 followed by Toe Pivot

Step 19

Select L_Rev_Toe_jnt01 followed by Rotate Y and set Rotate Y value to 30. Click on Key button to key the selected attribute.

L_Rev_Toe_jnt01 followed by Rotate Y
L_Rev_Toe_jnt01 followed by Rotate Y

Step 20

With R_Foot_Control01 selected, click on Load Driver button. Select R_Rev_Heel_jnt01, R_Rev_Toe_jnt01 and R_Rev_Ball_jnt01 and then click on Load Driven button as you did previously for the left foot control.

Load Driven button
Load Driven button

Step 21

In the Set Driven Key window, select R_Foot_Control01 followed by LegRoll. Select R_Rev_Heel_jnt01, R_Rev_Toe_jnt01 and R_Rev_Ball_jnt01 followed by Rotate Z and then click on Key button to add the initial key. In this way, the right side’s controls attributes have been completed. 

Set Driven Key window
Set Driven Key window

5. Creating knee Controls

Step 1

To make the knee control, create a circle around the knee area as shown in the following image.

Create a circle
Create a circle

Step 2

Jump in the vertex control mode and edit the curve as shown in the following image.

Vertex control mode
Vertex control mode

Step 3

With the curve selected, press Ctrl-D to create a duplicate copy of it for the right side also.

 Create a duplicate copy
Create a duplicate copy

Step 4

With both curves selected, go to Edit > Delete by Type > History command.

Edit  Delete by Type  History
Edit > Delete by Type > History

Step 5

With the curves selected, go to Modify > Freeze Transformations command to freeze the various transform values of the selected controls.

Modify  Freeze Transformations
Modify > Freeze Transformations

Step 6

Rename the controls as L_KneeControl01 and R_KneeControl01 as shown in the following image.

Rename the controls
Rename the controls

Step 7

Select L_KneeControl01 followed by L_Ankle_IK01 and then go to Constrain > Pole Vector command.

Constrain  Pole Vector command
Constrain > Pole Vector command

Step 8

Following the same procedure, select R_KneeControl01 followed by R_Ankle_IK01 and then go to Constrain > Pole Vector command.

Constrain  Pole Vector
Constrain > Pole Vector

Step 9

Select L_Rev_Heel_jnt01 followed by L_Foot_Control0Shape1 and then go to Edit > Parent command or press P key to apply the parent command.

L_Rev_Heel_jnt01 followed by L_Foot_Control0Shape1
L_Rev_Heel_jnt01 followed by L_Foot_Control0Shape1

Step 10

Following the same procedure, select R_Rev_Heel_jnt01 followed by R_Foot_Control0Shape1 and then go to Edit > Parent command or press P key to apply the parent command. In this way, the controls for both foot and legs have been completed.

Edit  Parent command
Edit > Parent command

Step 11

You can test the leg controls by moving the transform controls. 

Test the leg controls
Test the leg controls

Conclusion

In the next part, I’ll show how to create spine and upper body controls.





























































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