|
The Legs
In the Side View Panel, frame the legs of your
character, and using the Joint tool, Skeleton > Joint Tool,
'draw' in the bones of one leg and foot starting at the hip, to
the knee, then ankle and toe.
Make sure to put a bend at the knee and ankle
because (only if you are going to use IK, which we will be on the
legs) a chain needs to know which way you intend it to bend.
When you have reached the toe, accept the chain
by hitting enter, and then rename the joints accordingly. It is
important to name the joints so you can easily refer to them later;
for example: rleg is easier to identify in a list than joint36,
(rLeg, rKnee, rAnkle, rToe).

You've created these leg
joints in the Side View Panel, which lays them flush on the YZ axis,
so in your Front View Panel, select the top of the chain and
translate it inside the correct leg.
When you have finished with the legs, draw one
single little ball joint in the middle of the hips. Name that joint
Pelvis. Parent the leg to the hip joint, and a bone
will automatically be conntected to each leg.
Directly above the hip joint, make another
single joint.
Name this one Root.
This joint will be the top of the entire joint
hierarchy, and will be used to translate your model through space.
If you accidentally draw your joints in an incorrect order, you may
select this root joint and use 'Re-Root' and all connected joints
will then be reordered below the Root in the hierarchy.
Parent the hip joint to the Root joint. You now
have hips and legs that may move independently of the rest of the
body.
The Arms
Now create the arm joints similar to the method
we used to create the legs. Be careful when placing joints on top of
existing joints, sometimes you will accidentally select the existing
joint instead of placing a new one. You may need to move the
existing ones out of the way for the time being, but be sure to move
them back when you're done. Name the arm joints accordingly as well:
rArm, rElbow, rWrist, rHand, rFingers, rThumb. Duplicate and place
in the Left arm, and then rename those joints.

Again in the Side View Panel, draw the back
chain starting right above the Root joint. (This is a situation
where you may need to move the arms out of the way to place the back
joints.) It is up to you how many bones you would like to put in the
back, however, using two to four joints is sufficient unless you
need some very fine deformation in the torso area. For the
simplified character we created earlier, let’s just place them as
the image shows, and use only back1 to animate the torso. Be sure to
place a joint right between where the shoulders will meet, then
another between that and the head so you can rotate the head without
rotating the shoulders too. Name them back1, back2, etc..., neck,
head and skull. After you have finished the back and head chain,
parent them to the Root joint. Then, parent the arms to the shoulder
joint
With both the arm and leg parented to the back,
we can now mirror the arm and leg.
Skeleton > Mirror Joint 

Make sure that you choose the correct axis to
mirror across (in our case we will mirror the joints across the YZ
plane.
After mirroring rename each arm with a Right
and Left prefix. A quick way to do this is to use the prefix
hierarchy names
Modify > Prefix Hierarchy Names ...

Use this for the left and right arms and legs.
It is a good habit to learn early on in rigging as later when we
make more and more complex structures, your good naming conventions
will save you a lot of grief.
Inverse Kinematics
One of the 'short cut' tools we will be using
to ease in animating is the IK tool. This is basically like the
strings of a marionette. Inverse Kinematics (rotating the joints by
way of translating an effector or handle) is the opposite of Forward
Kinematics (rotating the joints by hand). It is a quick and easy way
to control the movement and bending of a joint based on the position
of a handle below it, ie: moving a foot up and down, and seeing the
knee bend automatically. We will add them to the legs only, because
it helps in placing the feet in a fixed spot, giving a natural look
that legs and feet usually follow. It is a personal preference that
I don't use IK on the arms of a character, I think that leads to a
very puppet-like, computer-generated look.
To apply IK to the legs using the IK tool,
Skeleton>IK Handle Tool 
make sure that the tool is set to
ikRPSolver
Click the leg ball joint first, then click the
ankle joint second. A green line will appear between the two joints
as well as one running through the leg. The leg turns purple,
telling you it is driven by the IK chain. At the bottom of the ankle
there are two lines sticking back from the foot, this is the handle
for the IK chain. Select this handle and move it around to see how
it works. Your knee should bend, and the leg should move with the
handle if applied correctly. Repeat this process for the other
leg.
One other feature with IK RPSolver is the
Rotate Plane manipulator. If you have the IK handle selected, click
the Show Manipulator Tool button on your shelf (or use the 'T'
hotkey). A large blue circle appears around the IK chain. This is
called the rotation plane. You can use this to rotate the hip as you
would to rotate your own leg, changing the direction your knee is
pointing. The other visible manipulator is the pole vector which we
will explain later.
Create IK handles for both feet and arms.
Step 3: Controller Setup
The final step in our simple rig is to create
some controllers. The job of a controller is to give an indirect
control of our skeleton and IK handles in a way that can be
reset.
Create a NURBS circle and point snap it to the
ankle of one of the feet.
Scale it such that its size roughly matches
that of the foot.
IMPORTANT:
Freeze all transformations on the
controller.
This is a critical step in controller setup as
we must be able to return our rig to its initial position after
playing around with it or posing it.
After the controller's transformations are
frozen, parent the corresponding IK handle to it and then HIDE the
IK handle. We cannot freeze transformations on IK handles nor can we
restore their initial positions, so more often than not the best
thing for IK handles after they have been created and set up it to
make them inaccessible.
Repeat this process for the other feet and
hands.
Move them around, pose them, go crazy... but
always check to make sure that when your reset the transformations
and rotations of your controllers that they return to your original
pose.
So there you go. That is your first simple rig,
from beginning to end. Admittedly the controllers are not very
complex and we have not yet deformed our mesh yet, but hopefully by
this stage you have learned some of the important habits of highly
effective riggers;
- Draw skeletons as you please, but edit them
using rotate and scale - NAME all your joints appropriately -
Freeze controller's transformations before you use them in your
rig - Hide IK handles when they are set up.
In our next tutorial we will look at a more
involved foot setup.
|