Proof Of
Tech Quadruped Rig Part 1
Aim Constraint Eyes
In this tutorial
we will focus on doing a simple quadruped rig with an IK leg set up and Aim
Constraint eyes. We will be using the Shu Rig for this lesson which I have
provided a link for. To make this tutorial easier to fallow I have also included
a basic skeleton for you to fallow along with. Feel free to use your own rig if
you have one ready.
To start
open the Maya file Shu_Rig_Lesson.mb
When this
files opens make sure you have the X-RAY joints visible (this allows you to see
the joints under
the base mesh)
Shading>X-RayJoints
Now that the joints are visible we will start
with the Aim Constraint Eyes. Make sure you are under your rigging Set in the
top left Corner.
First we
need to set up some controllers for the eyes. Make sure to set your eye Geo
back to zero. We then want to go to our Curves/Surfaces tab and create a
circle. (Make sure curves are visible under your show tab) We now want to bring
the circle up to her eye (like she is wearing glasses) we will then duplicate the
controller (CTRL-D). We now want to name each controller (Left_Eye_CTRL)
(Right_Eye_CTRL). Next we want to drag both eye controllers out a bit so they
arnt right in front of the face. Make sure to freeze transforms and delete
history at this point.
Now to
connect the controllers to the joints. We first select the Controller and then
the eye joint, with both selected we go to Constrain>Aim.
What this does it is makes the joint fallow the controller with its
rotate.
Next we want
to parent each eye to the matching joint (Make sure to freeze Transform and delete
history on the eye Geo). Select the Eye Geo First and then the joint you
then hit P to parent the eye to the
joint. If you have done this correctly the eye should fallow the controller.
We will now
repeat this process for the second eye.
At this
point both eyes should be fallowing their controllers
Now
depending on the rig you are making you could end at this point. This will
allow eyes to go in separate directions (think like a chameleon or fish rig).
But for this cartoony fox rig we want the eyes to stay together
To do this
we will create another circle curve and have both eye controllers inside.
We will now
freeze transforms and delete history of the new curve and name it Eyes_Ctrl
The final
step is to parent the eye controllers under the Eyes_CTRL joint. First select
both eye controllers then the Eyes_CTRL Curve then hit P to parent.
If you have
done everything correctly you should be able to select the Eyes_CTRL and the
Eye Geo should fallow
Thanks Darryl for the quick tutorial!
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