Rigging

In this worksheet we are going to cover the fundamental concepts of manually rigging a character.

We will cover creating a skeleton and forward kinematic controller.

Open Maya and set up workspace

Import the model

Create a Skeleton

Adding spine joints

Add arm joints

Mirror the arm

Check the perspective view

Tidy up skeleton

The last thing that is important to do is reset the rotation or all the joints.

Add controllers

To make the skeleton easier to animate we add controllers.

Constrain the joints to the controllers

Now that we have all the joints and controllers created, we can bind them together so that the controllers control the joints.

Constrain the root

We want the root controller to control position and rotation of the entire skeleton.

If you now move or rotate the root controller, the whole skeleton will move. If you try this make sure you reset the position back to its original position before you continue.

Constrain the orientation

For the other joints we are just going to use the controllers to control the orientation.

Now you can do the same thing for the other 3 controllers.

You can now controll the entire skeleton by just using the controllers.

For this example we will just create these few, but I hope you can see that on a more complex skeleton we could create many more controller ( fingers, legs etc)

Skinning

Now we get to the best bit, we attach the skeleton to the mesh in a proccess call Skinning

Depending on the shape of the character you are rigging, you may want to experiment with these options for the best result.

The skeleton will now be bound to the character.

You may notice that when you rotate the arms down, the body and face are effected.

When Maya binds the mesh to the skeleton, it uses the bind method to determine which areas of the mesh are influenced by each joint.

We can experiment with different bind methods to try to improve the result.

Unbind

We can unbind the skin and try again.

We can now re bind the skin with a different method.

You can now test you rig again by rotating the controllers. It doesn't need to be perfect but you want to get it as good as you can. In the next worksheet I will show you how we can refine the binding using weight painting.

But for now, we will move on.

Eyes and Hat

You may have noticed that the hat and eyes don't stick to the head.

If you now rotate the neck controller, the eyes and hat should stick to the head.

You could use the same method to parent objects to the snowmans hand.

Finished Rig

We have now created a functional rig for a character, the controllers can now be keyframed to animate.

Challenge

Create a simple animation with your snowman character. Make it