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  1. 3D & Motion Graphics
  2. Maya
Cgi

Rigging of Hulk: Part 4

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

1. Creating Control Curves

Step 1

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

Open Maya
Open Maya

Step 2

Create a cube in the perspective view port as shown in the following image. 

Create a cube
Create a cube

Step 3

With the cube selected, go to Create > CV Curve Tool and click on the option box.

 Create  CV Curve Tool
Create > CV Curve Tool

Step 4

In the CV Curve Tool settings window, turn on Curve degree 1 Linear radio button. 

Curve degree 1 Linear
Curve degree 1 Linear

Step 5

Turn on Point Snapping button on the status bar panel to snap the curve points onto the vertices. In this way, you can create curve on the corner vertices as shown in the following image.

Point Snapping
Point Snapping

Step 6

Once you create the curve, delete the poly cube. 

 Create the curve
Create the curve

Step 7

With the curve selected, go to Modify > Center Pivot command to make its pivot in the center.

Modify  Center Pivot
Modify > Center Pivot

Step 8

Make a duplicate of this curve and snap it to the root joint with pressing and holding the V key and dragging it onto the root joint.

Snapping
Snapping

Step 9

With the curve selected, press F9 key for vertex selection mode and edit the vertices as shown in the following image.

Vertex selection mode
Vertex selection mode

Step 10

Create a circle curve on the grid. With the curve selected, press F9 key for vertex selection mode and edit the alternate vertices as shown in the following image.

Vertex selection mode
Vertex selection mode

Step 11

With the circular curve selected, snap it with Spine 01 joint by pressing and holding V key.

Spine 01 joint
Spine 01 joint

Step 12

Create another circular curve and snap it with Spine02 joint as shown in the following image.

Spine02 joint
Spine02 joint

Step 13

Make a duplicate of the cube curve for chest control.

Make a duplicate of the cube curve
Make a duplicate of the cube curve

Step 14

Snap it with Spine joint04 and edit its shape as shown in the following image.

Spine joint04
Spine joint04

Step 15

With the CV Curve tool selected, turn on Grid snapping button on the status button bar and then create a two sided arrow shape curve as shown in the following image.

 CV Curve tool
CV Curve tool

Step 16

Scale down the arrow curve shape and keep it around the back neck area as shown in the following image.

Scale down the arrow curve shape
Scale down the arrow curve shape

Step 17

With the arrow curve shape selected, press and hold the D key to change the pivot position and V key to snap it to the Neck_jnt01 as shown in the following image.

Neck_jnt01
Neck_jnt01

Step 18

With all control curves selected, go to Edit > Delete by Type > History command to delete the previous history.

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

Step 19

With all curves selected, go to Modify > Freeze Transformations command to freeze the selected curves.

Modify  Freeze Transformations
Modify > Freeze Transformations

Step 20

Rename the control curves as Root_Control01, Hip_Shake_Control01, ABS_Control01, Chest_Control01 and Back_Control01 as shown in the following image.

Rename the control curves
Rename the control curves

2. Creating Clusters

Step 1

Select Spine_IK_01 as shown in the following image.

Select Spine_IK_01
Select Spine_IK_01

Step 2

If you zoom in, you will see a spline curve inside the Spine_IK_01. With the spline curve selected, turn on Component selection mode button on the status bar. 

Component selection mode
Component selection mode

Step 3

Using the Component selection mode, you can select each and every control vertex to apply clusters.

Component selection mode
Component selection mode

Step 4

Select all four control vertices. 

Select all four control vertices

Step 5

With the bottom control vertex selected, go to Create Deformers > Cluster and click on its option box.

Create Deformers  Cluster
Create Deformers > Cluster

Step 6

In the Cluster Options window, turn on Relative Mode and then click on Create button to create cluster.

Cluster Options window
Cluster Options window

Step 7

You can see a cluster has been created on the selected control vertex.

Cluster attributes
Cluster attributes

Step 8

With the cluster selected, put some negative value in the Origin Z axis attribute to offset it a little back as shown in the following image.

Origin Z axis attribute
Origin Z axis attribute

Step 9

Select the next upper control vertex and go to Create Deformers > Cluster to create a new cluster.

Create Deformers  Cluster
Create Deformers > Cluster

Step 10

With the new cluster selected, put some negative value in the Origin Z axis attribute to offset it a little back as shown in the following image.

Origin Z axis attribute
Origin Z axis attribute

Step 11

Following the same procedure, keep creating clusters for each control vertex.

Create rest clusters
Create rest clusters

Step 12

Rename the clusters as cluster_Back, cluster_Chest, cluster_ABS and cluster_Hip as shown in the following image.

Rename the clusters
Rename the clusters

3. Parenting Clusters

Step 1

Select all clusters followed by Root_jnt01 and then press P key to parent them.

Select all clusters
Select all clusters

Step 2

You can select and move Root_jnt01 and you will see that all clusters move with spine.

Root_jnt01
Root_jnt01

Step 3

Select Root_Control01 followed by Root_jnt01 and then go to Constrain > Parent and click on its option box.

Constrain  Parent
Constrain > Parent

Step 4

In the Parent Constraint Options window, turn on Maintain Offset check box and then click on Add button to apply the parent constraint.

Parent Constraint Options
Parent Constraint Options

Step 5

Select Hip_Shake_Control01 followed by cluster_Hip and then go to Constrain > Point and click on its option box.

 Constrain  Point
Constrain > Point

Step 6

In the Point Constraint Options window, turn on Maintain Offset check box and then click on Add button to apply the point constraint.

Point Constraint Options window
Point Constraint Options window

Step 7

Select ABS_Control01 followed by cluster_ABS and then go to Constrain > Point constraint command.

Constrain  Point constraint command
Constrain > Point constraint command

Step 8

Select Chest_Control01 followed by cluster_Chest and then go to Constrain > Point constraint command.

Constrain  Point constraint command
Constrain > Point constraint command

Step 9

Select Back_Control01 followed by cluster_Back and then go to Constrain > Point constraint command.

Constrain  Point constraint command
Constrain > Point constraint command

4. Parenting Controls

Step 1

Select Back_Control01 followed by Chest_Control01 and then press P key to parent them.

Back_Control01
Back_Control01

Step 2

With Chest_Control01 selected, go to Window > General Editors > Connection Editor.

Window  General Editors  Connection Editor
Window > General Editors > Connection Editor

Step 3

In the Connection Editor window, you can see the Chest_Control01 attributes at left side. With Spine_IK_01 selected, click on Reload Right button.

Connection Editor
Connection Editor

Step 4

At the left side, select rotate Y axis of Chest_Control01 followed by Twist attribute at the right side of Spine_IK_01.  Click on Close button.

Connection Editor
Connection Editor

Step 5

To test the connections, rotate Chest_Control01 and you will see the Spine_IK_01 rotates in the same way.

Chest_Control01
Chest_Control01

Step 6

Select Hip_Shake_Control01 followed by Root_Control01 and then press P key to parent them.

Hip_Shake_Control01
Hip_Shake_Control01

Step 7

Select ABS_Control01 followed by Root_Control01 and then press P key to parent them.

ABS_Control01
ABS_Control01

Step 8

Select Chest_Control01 followed by Root_Control01 and then press P key to parent them. It means Root_Control01 is the main parent of all controls.

Chest_Control01
Chest_Control01

Step 9

For testing connectivity of the controls, unhide all skinned body mesh with joints. Rotate some controls randomly and you will see the body deforms accordingly. 

Unhide body mesh
Unhide body mesh

Step 10

Check Hip_Shake_Control01 also.

Check Hip_Shake_Control01
Check Hip_Shake_Control01

Step 11

You can also check Chest_Control01 for proper deformation as per the pose of the character. In this way, you have rigged all upper body parts successfully.

Check Chest_Control01
Check Chest_Control01

5. Creating Color Code

Step 1

You must apply a color code for identifying various controls curve easily. With L_Foot_Control01 selected, press Ctrl + A key to open it attributes settings.  Click on Drawing Overrides tab in the Attribute Editor.

Drawing Overrides
Drawing Overrides

Step 2

Turn on Enable Override option and then set the Color slider to red.

Enable Override

Step 3

With R_Foot_Control01 selected, turn on Enable Override option and then set the Color slider to green.

Enable Override
Enable Override

Step 4

Following the same way, change the color of L_KneeControl01 to red and R_KneeControl01 to green. It means you need to set every right side control curves to green and left side control curves to red.

Enable Override
Enable Override

Step 5

Set the color of Root_Control01 to yellow.  

Root_Control01
Root_Control01

Step 6

Set the color of Hip_Shake_Control01 to turquoise. 

Hip_Shake_Control01
Hip_Shake_Control01

Step 7

In this way, you have changed the colors of the various control curves. This practice is required from animation point of view. 

Coloring is done
Coloring is done

Step 8

In this way, the upper torso rigging is completed.

Upper torso rigging is completed
Upper torso rigging is completed

Conclusion

Creating control curves is an essential part of rigging as it makes the animation process easy. In the next part of the tutorial, I will show you how to create controls for hand.


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