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  1. 3D & Motion Graphics
  2. Maya
Cgi

Rigging of Hulk: Part 5

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

1. Creating Hand Control Curves

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 a circle curve in the side view as shown in the following image. 

Create a circle curve
Create a circle curve

Step 3

Snap this curve to the left arm joint as shown in the following image.

Snap this curve
Snap this curve

Step 4

With the curve selected, jump in the vertex selection mode and edit its shape as shown in the following image.

Vertex selection mode
Vertex selection mode

Step 5

Make a duplicate copy of the circle curve for the right arm joint and snap it on the joint as shown in the following image.

Make a duplicate copy of the circle curve
Make a duplicate copy of the circle curve

Step 6

Create another circle curve for elbow control and snap it on the left elbow joint as shown in the following image.

Create another circle curve
Create another circle curve

Step 7

With the curve selected, jump in the component selection mode and edit its shape as shown in the following image.

Component selection mode
Component selection mode

Step 8

Make a duplicate copy of the curve and while pressing and holding the V key, drag it on to the right elbow joint to snap.

Make a duplicate copy of the curve
Make a duplicate copy of the curve

Step 9

Create a cube curve and snap it to the wrist joint for creating hand control.

Create a cube curve
Create a cube curve

Step 10

With the curve selected, jump in the vertex selection mode and edit the vertices as shown in the following image.

Vertex selection mode
Vertex selection mode

Step 11

Create one more circle curve and edit it in rectangular shape for wrist twist control as shown in the following image.

Create one more circle curve
Create one more circle curve

Step 12

Make duplicate copies of both hand and wrist twist control curves and place them for the right side joints as shown in the following image.

Make duplicate copies of both hand and wrist twist control curves
Make duplicate copies of both hand and wrist twist control curves

2. Creating Clavicle Control

Step 1

In the top view, create a circle curve on the grid as shown in the following image.

Create a circle curve
Create a circle curve

Step 2

Jump in the perspective view and place it around the left clavicle joint. Being in the vertex selection mode, edit its shape as shown in the following image. 

Vertex selection mode
Vertex selection mode

Step 3

With clavicle curve selected, press and hold D and V keys to snap to the left side’s arm joint as shown in the following image.

Snap to the left sides arm joint
Snap to the left side’s arm joint

Step 4

Make a duplicate copy of the curve and snap it to the right side’s arm joint.

Make a duplicate copy of the curve
Make a duplicate copy of the curve

3. Creating Head Control

Step 1

Create a cube curve and snap it to the head joint as shown in the following image.

Create a cube curve
Create a cube curve

Step 2

With the cube selected, jump in the components selection mode and edit the vertices of the curve to scale it down as shown in the following image. 

Components selection mode
Components selection mode

4. Deleting History and Freezing Controls

Step 1

Select all control curves. 

Select all control curves
Select all control curves

Step 2

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

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

Step 3

With the curves selected, go to Modify > Freeze Transformations to freeze all transform values and reset the initial values to 0.

Modify  Freeze Transformations
Modify > Freeze Transformations

5. Creating Elbow Control

Step 1

Jump in the front view and create a circle curve as shown in the following image.

Create a circle curve
Create a circle curve

Step 2

Jump in the component selection mode to edit the vertices of the curve as shown in the following image.

Component selection mode
Component selection mode

Step 3

With the curve selected, press and hold D and V keys to snap to elbow joint as shown in the following image.

Snap to elbow joint
Snap to elbow joint

Step 4

Make a duplicate copy of the curve and snap it to the right side’s elbow joint as shown in the following image.

Make a duplicate copy of the curve
Make a duplicate copy of the curve

Step 5

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

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

Step 6

With the same elbow control curves selected go to Modify > Freeze Transformations to freeze all transform values and reset the initial values to 0.

Modify  Freeze Transformations
Modify > Freeze Transformations

Step 7

For identification purpose, set the color of right side’s controls to green and left side’s controls to red. 

 Set the color
Set the color

Step 8

Rename all left controls as L_FK_Arm_control01, L_FK_Elbow_control01, L_Hand_control01, L_FK_Wrist_control01, L_Clavicle_control01, and L_Elbow_Control01. Rename all right controls as R_FK_Arm_control01, R_FK_Elbow_control01, R_Hand_control01, R_FK_Wrist_control01, R_Clavicle_control01 and R_Elbow_Control01.

Rename all left controls
Rename all left controls

Step 9

Hence all control curves have been completed and ready for linking, applying constraints and parenting. 

All control curves have been completed
All control curves have been completed

6. Applying Constrain

Step 1

First of all, hide the body and other meshes as well. Turn off these layers in the Layer Editor panel.

Layer Editor
Layer Editor

Step 2

With L_Hand_control01 selected, press and hold Shift key and then select L_Hand_IK_01 as shown in the following image.

 L_Hand_control01
L_Hand_control01

Step 3

With both hand controls and Ik selected, go to Constrain > Point and click on the option box.

Constrain  Point
Constrain > Point

Step 4

In the Point Constrain Options window, turn on Maintain offset check box and then click on Add button.

Point Constrain Options
Point Constrain Options

Step 5

With L_Clavicle_control01 and L_Clavicle_IK_01 selected, go to Constrain > Point constrain command.

Constrain  Point
Constrain > Point

Step 6

With L_Elbow_Control01 and L_Hand_IK_01 selected, go to Constrain > Pole Vector constrain command.

 Constrain  Pole Vector
Constrain > Pole Vector

Step 7

With L_FK_Wrist_control01 and L_wrist_jnt01 selected, go to Constrain > Orient and click on the option box.

Constrain  Orient
Constrain > Orient

Step 8

In the Orient Constraint Options window, turn on Maintain offset check box and then click on Add button.

 Orient Constraint Options
Orient Constraint Options

7. Applying Expression

Step 1

For applying expression, select L_wristTwist_jnt01 and go to Window > Animation Editors > Expression Editor.

Window  Animation Editors  Expression Editor
Window > Animation Editors > Expression Editor

Step 2

In the Expression Editor window, select L_wristTwist_jnt01 in Objects group and select rotateX in Attributes group. In the Expression text box, write the expression as L_wristTwist_jnt01.rotateX = L_FK_Wrist_control01.rotateX*0.8; and then click on Create button to apply.

 Expression Editor window
Expression Editor window

8. Creating Custom Attributes

Step 1

With L_FK_Wrist_control01 selected, go to Modify > Add Attributes command.

Modify  Add Attributes
Modify > Add Attributes

Step 2

In the Add Attribute window, write IKFKSwitch as the Long name and set the values of Minimum, Maximum and Default to 0, 1, and 0 respectively and then click on OK button.

Add Attribute window
Add Attribute window

Step 3

Now, you can see the IKFKSwitch attribute has been added in the channel editor.

 IKFKSwitch attribute
IKFKSwitch attribute

Step 4

In the same way, with L_FK_Wrist_control01 selected, open the Add Attribute window and write Thumb as the Long name and set the values of Minimum, Maximum and Default to -5, 10, and 0 respectively and then click on Add button.

Add Attribute window
Add Attribute window

Step 5

Following the same way and with L_FK_Wrist_control01 selected, open the Add Attribute window and write Index as the Long name and set the values of Minimum, Maximum and Default to -5, 10, and 0 respectively and then click on Add button.

Add Attribute window
Add Attribute window

Step 6

Following the same way and with L_FK_Wrist_control01 selected, open the Add Attribute window and write Middle as the Long name and set the values of Minimum, Maximum and Default to -5, 10, and 0 respectively and then click on Add button.

Add Attribute window

Step 7

Following the same way and with L_FK_Wrist_control01 selected, open the Add Attribute window and write Ring as the Long name and set the values of Minimum, Maximum and Default to -5, 10, and 0 respectively and then click on Add button.

Add Attribute window
Add Attribute window

Step 8

Following the same way and with L_FK_Wrist_control01 selected, open the Add Attribute window and write Pinky as the Long name and set the values of Minimum, Maximum and Default to -5, 10, and 0 respectively and then click on Add button.

Add Attribute window
Add Attribute window

Step 9

In this way, the custom attributes of the various controls have been created. To edit the values, you can go to Modify > Edit Attributes command to open the attributes editor window.

Modify  Edit Attributes command
Modify > Edit Attributes command

Step 10

In the Edit Attributes window, you can select any desired custom attribute and then change its name and value.

 Edit Attributes window
Edit Attributes window

Step 11

For instance, select Index custom attribute and then turn its New name to Index Finger and press the Enter key to apply the changes.

Index custom attribute
Index custom attribute

Step 12

Following the same way, rename all fingers name as shown in the following image.

Rename all fingers
Rename all fingers

Step 13

With R_Hand_control01 and R_Hand_IK_01 selected, go to Constrain > Point constrain command.

Constrain  Point constrain
Constrain > Point constrain

Step 14

With R_Clavicle_control01 and R_Clavicle_IK_01 selected, go to Constrain > Point constrain command.

Constrain  Point constrain
Constrain > Point constrain

Step 15

With R_Elbow_Control01 and R_Hand_IK_01 selected, go to Constrain > Pole Vector constrain command.

Constrain  Pole Vector constrain
Constrain > Pole Vector constrain

Step 16

With R_FK_Wrist_control01 and R_wrist_jnt01 selected, go to Constrain > Orient constrain command.

Constrain  Orient constrain
Constrain > Orient constrain

Step 17

For applying expression, select R_wristTwist_jnt01 and then go to Window > Animation Editors > Expression Editor.

Window  Animation Editors  Expression Editor
Window > Animation Editors > Expression Editor

Step 18

In the Expression Editor window, select R_wristTwist_jnt01 in Objects group and rotateX in the Attributes group. In the Expression text box, write the expression as R_wristTwist_jnt01.rotateX = R_FK_Wrist_control01.rotateX*0.8; and then click on Create button to apply.

 Expression Editor window
Expression Editor window

Step 18

In this way, the controls for left and right hands are completed. In the next part of the tutorial, I will show how to create the controls for the fingers and IKFK Switch.

All controls done
All controls done

Conclusion

In the next part of the tutorial, I'll show you how to create fingers' controls and IKFK switch.


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