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Rigging
Quadrupeds
In this tutorial we are going to examine the skeletal differences
that can be seen in a quadruped and look at how we can set up a
quadruped rig.
First download
the model (784kb) we will be using as a rigging reference.
The first issue we need to deal with in setting up a quadruped is
the understanding of the anatomy of 4 legged creatures.
Essentially there is no difference between people, animals, birds
etc in the makeup of bones. The difference lies in the relative
length, orientation and consequently the function of the bones.
As can be seen in the image below, the human leg bone chain
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- a pelvis
- a femur
- a tibia/fibula - the
metatarsals (heel to ball) - the
phalanges
It can be seen that these same functional bones also exist in the
skeleton of the horse, the only difference is in their relative
length and orientation.
The pelvis is also a ball joint, and the horse also has a knee,
the only difference is that the knee is very high up in the leg. The
equivalent ankle bone for a horse is relatively high up in the leg
and the equivalent heel joint is raised off the ground (the horse
always walks on tip-toe). The only joints of the hoof that touch the
ground are the ball and toe joints. |
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The back leg
Start by drawing a joint chain down the back
leg using the diagram above as a guide for the joint placements.
Next we need to name our joints appropriately,
and position them from a front view so that they lie correctly
within the mesh.
To do this first select the pelvis joint and
make sure that it is centred on the X axis.
If you select and simply translate the Hip
joint you will not have to worry too much about resetting joint
orientations.
Create a single joint, call it COG (centre of
gravity) and point snap it to the pelvis then parent the pelvis to
the COG. |
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Next lets set up the front legs. Again using the
above image as a reference draw the bones for the front leg.
Again, make sure that the top joint (the scapula) is centered on
the X axis, then translate the joint chain across so that it lines
up nicely with the mesh.
Check your joint orientations. Mayas default orientations should
work well here. If you have to reposition the joints, do so through
a combination of rotating and scaling the joints. Dont translate
them, it will ruin the joint orientations.
The next issue we need to look at is how this all fits
together.
We need to create joint chains for the back, the tail and the
head.
In choosing the number of joints we need to consider just how
flexible each section has to be: the tail is very flexible, the main
body is stiff and the neck is fairly flexible. |
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The tail
In order to be able to create light smooth
flowing movements with the tail we will require a large number or
joints.
Secondly, we want our joints to be oriented
such that they can all rotate along the same axis in the same axis
direction: ie all the joints must be oriented the same.
Drawing the joints out using the horse as a
reference may result in incorrect joint orientation, so to avoid
this, move away from the mesh and using grid snap, draw out a chain
of joints (far more than is necessary)
Next move the root joint to the tip of the tail
and progressively rotated each joint until it follows the flow of
the tail. When you have oriented enough joints to cover the tail,
just delete the rest of the joints.
Test the tail to make sure that when you select
all the joints and rotate on only one axis, all the joints rotate
together like a whip, or hey, like a tail... |

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The back
As the back will barely deform much at all on a
horse, only a few joints will be needed between the pelvis and the
scapula.
The mid section of the back will start at the
same position as the COG, so start by drawing the joints just above
the back, and when you are happy with them, point snap the top joint
down to the COG and parent it to the COG.
With the back in place, you can now parent the
scapula to the last joint in the back. |
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The head/neck
Create a joint chain, that is denser than the
back, but not as dense as the tail for the neck. Take care to place
a joint at the position of the jaw.
From the jaw joint, draw a couple more joints
for the mouth.

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To be continued...
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