Proof Of
Tech Quadruped Rig Part 2
IK Leg Set Up
In this
second installment we are going to focus on building a basic Ik leg set up for
our Quad Rig
Our First
Step is to build our IK chain, we will start with Shu’s back leg as our first
example.
I
personally prefer to hide the poly while working with the joints, if you wish
to hide the poly/geo go to Show>Polygons
and unchecked the box
In the IK
handle options we want to make sure we are using Rotate-Plane Solver under Current solver. This will allow us down
the line to use pole vectors to make our elbow joint.
Hip joint – Ankle Joint
1Ankle Joint – Paw Joint
1.) Paw Joint – Toe Joint
toe Joint – Null Joint
Now with
our Ik handles in its time to get into the Hypergraph. Go to
Windows>Hypergraph Hierarchy
At the end
of the page you should see your 4 IK handles
Now select
all the IK Handles are group them together (CTRL-G)
You are
then going to grab the last three Ik handles and group them together
We now need
to move the pivots of the groups so they effect the leg correctly. Select the
second group and move its pivot (SelectJoint>Insert
to move the pivot) to the Paw-Joint (CTRL V to snap to joint). This
will later act as the heel
Next we
will group the last 2 ik handles together and move the groups pivot to the
Toe-joint, This will later act as our Toe
Now we must
select the first IK and Second IK and group them together. We will then move
that pivot onto the Paw_Joint. This will allow the paw to stay on the group but
still bend the ankle
Now we will
select Group1 and create another group. We will then move that groups pivot to
the end of the foot to act as a toe pivot.
Now that
our Leg IK is working we should rename all our groups
Next we
need to create a Foot Controller, create a nurbs circle and move it to the back
foot. Make sure to freeze transforms delete history and rename the curve L_BackFoot_CTRL
We can now parent our grouped IK chain under
our foot Ctrl
Our next
step is to add attributes to our leg Controller.
Go to Modify>Add Attributes
We will now
create attributes for each group we made in the hypergraph with a default of
zero
All Attributes
should now show up in the channel box for the foot controller.
Pic_24
Now we must
connect our new attributes to the correct groups. To do this we must go into
the connection editor.
Windows>General Editors>Connection Editor
Next we
want to load our foot controller on our left side (Have it selected and hit
reload left). At the very bottom you should see the attributes you created. Now
you can load each group into the right side and connect the rotate x
You can now
repeat the same process for each group
NOTE!
In the pics my IK chains were in the wrong
order here is the correct order
If all done
correctly your attributes should now be able to drive your leg IK
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