Professional Documents
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Ltd. - Introduction To Rigging - Maya (2011)
Ltd. - Introduction To Rigging - Maya (2011)
Chapter 2
Page 10 | Knowing Your Tools
Chapter 3
Page 16 | Rig Creation Part 1
Chapter 4
Page 20 | Rig Creation Part 2
Chapter 5
Page 28 | Facial Rigging
Chapter 6: Scripting
Page 34 | Scripting
You can get the free resources in the
You can see the base images
resources and free
folder that accompanies
brushes in the resources folder
this ebook. that
accompanies this ebook.
- Free Model
This Resource includes
The Model Used Within This
Tutorial
Chapter 1: Planning Your Rig
Introduction to
Rigging: 1 - Planning
your Rig
Software Used: Maya
Chapter Overview
Welcome to the Introduction to Rigging
tutorial series for Maya. Throughout these
lessons for beginners, you will discover some
basic technical concepts that will get you started
in the fun and crazy world of rigging! And at the
end, we will rig a complete biped character and
leave with a short introduction on scripting, to
automate simple tasks.
Basic Anatomy
Let’s now discuss a little about some of the
basic aspects of anatomy so we can position
our joints in the best way we possibly can – this
always ensures good rigging results!
We will quickly cover some deformation
facts and limits, establishing those imaginary
“mass blocks” to better understand how the
deformation works in each area. Try to compare
it to your own body to better understand how the
rig should work.
Spine
The center of gravity (or center of mass) of a
character is located in the spine, near the navel
(we’d usually consider the waist joint as the
root joint of all the hierarchy). When building
the chest, be aware that it’s the body part that
deforms the least, while the abdomen is the
most flexible region of the spine (Fig.06).
Introduction to
Rigging: 2 - Knowing
your Tools
Software Used: Maya
Chapter Overview
In this chapter we will explain a little about
Maya’s architecture and take a look at some
useful tools for the rigging process in order to
get the best out of them.
You will also see some tips and tricks on
general rigging that will help you speed-up your
rigging process a lot.
Concepts
When we work with rigging we need to think:
“what can we do to bring this character to life,
whilst keeping it simple and clean?” Rigging is a
technical process that stands between modeling and Python scripting. But don’t worry about all of an empty group. The visual representation of
and animation and our responsibility is to create these topics right now! We will see all of them in the object you are moving is called Shape. To
simple and easily understandable controls for the tutorials. see this clearly open up a new scene, take a
the animators, while keeping the pipeline clean look into your Outliner and check (Display >
and straightforward as possible to achieve what Transformation and Shapes). Click on the plus sign on the left of
we need. That is why it is very important to look Deformation the top camera object and you will see it has
for references in real-life or other CG sources. A Ok, the first thing we should be aware of is how a transform (the white box) and a shape (the
good knowledge about anatomy and movement the things you see in Maya’s viewport work. We camera icon) (Fig.01).
is essential! We need to understand a little won’t go too technical here. For starters, this is
about programming too, some processes can what you need to be aware of - Every object in Please note you cannot move the shape without
be very repetitive and scripting these tiring parts Maya that you can move around in the viewport the transform, it’s Maya’s way to keep track of
will make your work a lot quicker and fun. If you has a Transform Node. These nodes are there where your object is in your scene.
use Maya, you should learn a little about MEL even when you cannot see them, for example:
Now, I just said we can’t move the shape
without the transform, but that is not entirely true
to meshes. You can move around geometry
vertices without moving its transform, we will
call this kind of movement deformation of
components. Note that you cannot deform
a camera, because its shape doesn’t have
components. Only edit shapes if you know
what you are doing! That can lead to undesired
deformations and weird pivots.
In a practical example, you would use * Aim Constraint: constrains only the rotation of riggers! The main goal of working with joints is
transformation to move around an entire ball the object to make it always aim to the target’s; to put them on the right position of the character
and deformation to squash and stretch the in order to get the best deformations when the
components of this ball. * Scale Constraint: constrains only the scaling of joint is transformed... that is how joints work;
the object (Fig.03); they are used to drive components of meshes.
Constraints: Simply put, you move a joint and it moves
Sometimes in Maya we need to make an object Joints components of a mesh that are bound to this
follow another in translation, rotation, scale, for Joints are hierarchical deformers that makes the joint. Do not worry if you do not understand, we
example making it always face the target, etc... skeletal structure for our models possible. They will talk about skinning in a moment (Fig.04).
These can be done using constraints. To create are very flexible and we can use them for lots
a constraint, first select the target object (the of different characters, animals and creatures Tip: (Joints) = When creating a linear joint
one who will lead), then select the constrained as we like. By far the most used object for us hierarchy using Joint Tool (Animation >>
object (the one who will follow the lead) and
click on the desired type of constraint from the
menu (Animation >> Constrain). By default,
constraints override your object’s transform
values to match the target values but you
can also create an offset in your constraint by
checking the Maintain Offset checkbox in any
constraint option box.
Skinning
Smooth Bind Skin (Animation >> Skin > Bind
Skin > Smooth Bind) is used to drive your
geometry using joints. It creates a skin Cluster
deformer in the input history of the geometry
making it possible for our joints to be used as
deformers of our character model (Fig.06).
Deformers
There are a lot of deformers in Maya. Each
deformer has an attribute named Envelope that
Cluster
It is a center point to modify geometries or
selected vertices from a geometry. Create
it by selecting a mesh or points of a mesh
and going to (Animation > Create Deformers
> Cluster), it will create a little “C” letter, our
cluster Handle manipulator. This works almost
the same as joints with the advantage of having
a localized and easily adjustable effect. We can
optimize this effect by painting its weight using
(Animation >> Edit Deformers > Paint Cluster
Weights Tool) (Fig.07).
Blend Shapes selecting entire objects or components of them we have seen until now work? They need a start
This allows us to model our own deformations and going to (Animation >> Create Deformers > and an end position to points and simply send
anyway we want and toggle them as needed. Lattice). Change the lattice S/T/U divisions for them from one point to another, in a straight
We will see this topic in detail in chapter 5 more resolution in X/Y/Z in order to get more line. Non-linear deformers do not calculate the
(Fig.08). precise deformations. The deformer also creates deformation this way. You’ll notice each of them
a lattice Base object (look at Outliner Panel) has a unique method of editing your meshes’
Lattice to define a starting location to calculate the points.
This deformer creates a box shape with deformations (Fig.09).
points around geometries or selected points Main Nonlinear Deformers, very useful for
of geometries. Edit these points to deform the There are also the non-linear deformers. Why cartoon rigging projects: Bend
associated model. Create a lattice deformer by non-linear? Remember how all the deformers + The bend deformer literally bend’s your
points in an arc. You can define its position and the deformation. Create a bend deformer by Squash
orientation by transforming the bend Handle selecting meshes or points of meshes and then + The squash deformer will squash (or stretch)
manipulator. The Curvature attribute is used to clicking on (Animation >> Create Deformers > your geometry vertices while maintaining its
measure the bending power and Low and High Nonlinear > Bend) (Fig.10). volume. A squash Handle manipulator will be
Bounds are used to change the boundaries of applied to selected meshes or points by going
to (Animation >> Create Deformers > Nonlinear
> Squash). You can move this handle around
to the position where you get the best squash
deformation for your needs. Edit its Factor
attribute value in order to squash or stretch your
geometry amongst other editable attributes
(Fig.11).
Introduction to
Rigging: 3 - Rig
Creation - Part 1
Software Used: Maya
Chapter Overview
This time we are finally getting down to
business! We will start to create the skeleton
hierarchy of our character while giving a deeper
explanation to the skinning process. At the very
end, we will take a peek on some blendshape
targets for our ET character. Enough said, let’s
rig!
Joint Outlining
Now it is time to use our planned material from
previous lessons to create the character’s
skeleton. Use the side, front, top and persp
viewports to create these structures:
the last joint in the hierarchy and for helping
Spine: the root joint of a biped character must Maya calculate the starting skin weights.
be the first lower spine, the waist. From then on
you will need to create up to three joints until the Leg: now we can start with another separated
chest area. Name them as spineA_jnt, spineB_ joint hierarchy from top to bottom, but this time TIP (knee/elbow) = We use two joints as knee
jnt and spineC_jnt. After that build another five we will concentrate only on the left side because (or elbow) in order to get better deformations.
joints for the neck_jnt, head_jnt, jaw_jnt, chin_jnt we will mirror the limbs from left to right later on. These parts are very complex in real-life, so we
and chin_end. (Fig.01) So, create six joints named as following: l_leg_ need two joints to reach almost 180 degrees of
jnt, l_upKnee_jnt, l_lowKnee_jnt, l_ankle_jnt, rotation while minimizing volume loss. (Fig.02)
TIP (joint Ends) = We do not use the joints l_foot_jnt, l_foot_end. Note the “l_” prefix, that
suffixed “_end” as skinned influences. We only means left side. We will replace that for “r_” Arm: for the arms we will use five joints that can
create them to help us visualize the rotation of when we mirror these and other limbs. be: the l_clavicle_jnt, l_shoulder_jnt, l_upElbow_
jnt, l_lowElbow_jnt and l_wrist_jnt. (Fig.03)
Hand: let’s create four joints for each finger, the command (Any Mode >> Modify > Freeze vertices with the command and value currently
such as: l_thumbA_jnt, l_thumbB_jnt, l_ Transformations). This way you will be able to set for the selected joint.
thumbC_jnt, l_thumb_end. Parent finger joints to return to the default joint positions (bind pose)
the l_wrist_jnt. (Fig.05) when you paint skin weights. A technique that we use is to repaint all of the
character model again. It may seem hard to
Mirroring Skinning in Action do sometimes, but this way you can get better
Now, we can parent the clavicle joint to Now let’s put these joints into action! Freeze the results instead of trying to repair the original skin
the spineC and then do the mirroring using joints transformations, select your model and weights generated by the software.
(Animation >> Skeleton > Mirror Joint) . Look at all of your joints except those named “_end”
the options for this command, we should search and apply the Smooth Bind Skin by going to Let’s do this by activating “Replace” paint mode
for “l_” (left side) and replace for “r_” (right side) (Animation >> Skin > Bind Skin > Smooth Bind). with the Value of 1 for the waist! After you block
while mirroring in YZ mirror across. Do the same Go to the option box and mark these options: it, also paint value 1 for spineA to all faces of the
for the l_leg_jnt parented to the waist. (Fig.06) Bind to Selected joints, Max influences 3, mesh that are above this joint. When you have
Maintain Max Influences off. the two white blocks, hold the weights of all
Skinning Theory Maya will then create a default skinCluster with other joints except spineA and waist.
Ok, in a moment we will start the skinning point weight values that we can refine using the
process to actually drive our mesh using our artisan brush (Animation >> Skin > Edit Smooth Now press 3 or 4 times the Flood button with
created joints - but before that we need to Skin > Paint Skin Weights Tool). the “Smooth” option selected. Look at what you
understand what this is all about. We will be should have: a nice smooth blending between
using the smooth bind command, it allows you When you look the mesh with this tool activated, these two joints while the other joints do not
to deform a mesh using one or more joints by you will see that it is painted black, white and influence this area - they were held. Continue
creating a skinCluster deformer in your mesh. gray. Do not worry, it is all right. These colors by holding the waist joint and unholding spineB,
“Smooth” means that you can have more than are showing you the weights values for joints then block influences between spineA and
one joint driving the position of a single point of (black = 0, white = 1 and gray = values between spineB areas, lock and smooth. Repeat this
your mesh. So the skin Cluster lets joints drive 0 and 1). This means that: the whiter the region process for all adjacent joints. (Fig.07)
points in a mesh and for each point the rules for is, the more the currently selected joint will affect
which the joint is to follow is completely open for your mesh. TIP (skinning) = You can rotate joints when
us to edit (either by numeric values or painting painting to see if your weights are good. When
the values directly in the mesh). With this tool, we can replace, add, scale or you are finished, just reset their rotations to
smooth influences for each deformer joint. zero!
TIP (Skinning) = Reset joint rotations before The button “Toggle Hold Weights on Selected”
applying the skin Cluster. To do this preserving can be used to lock the selected joint for Concentrate in painting the skin values for
your joint hierarchy, select all joints and use modifications and the button “Flood” paints all only one side of the character, as we can
Secondary
Deformations
If you want to get better deformations while
animating your character, you should create
secondary deformations as corrective
blendshape targets to simulate muscles and
interactive anatomy that will be automatically
controlled.
Introduction to
Rigging: 4 - Rig
Creation - Part 2
Software used: Maya
Chapter Overview
In this chapter we will build the rig setups using
the joints we created in our last lesson and add
control curves for the animators to use (after all,
no one likes to have to select the actual joints
when animating - sometimes this will not even
work and break the rig).
Controls
Now it’s time to set up controls to move the
skeleton. We usually create CV curves as Transformations). But notice that when you
controls and modify the shapes by editing freeze a control curve, it’s orientations will jump
components to make them more intuitive for the back to the world’s axis. That’s a problem. Most
animators (Fig.01). of the time we don’t want to lose the control’s
orientation. That’s where we use the zeroOut
We should also add attributes to them in the process.
ChannelBox panel (ChannelBox > Edit > Add
Attribute) to get powerful results as we will see To zeroOut an object you just have to:
next (Fig.02).
- Create an empty group.
zeroOut - Translate and rotate the group to the same parent the object to the group.
When creating our controls we must make them position and rotation of your object (you can - Voilá, your object now has zero values without
clean and simple, which means all controls do this by creating a parentConstraint to snap freezing and without losing its orientation.
by default cannot have any transform value. the group to the object and then delete the
We can nullify these values by freezing the constraint). TIP (zeroOut): Notice this is not the same as
transformations (Any Mode > Modify > Freeze - When they are both on top of each other, freezing the transform (that aligns the object
to the world). Keep the zeroOut process in
mind, as it is the key to easily creating correctly
oriented controls and we will be using it a lot in
this chapter.
Master Control
This will be our global control for the character
rig. You can use the default circle or create a
CV curve shaped like a character, it is up to
you. Name this curve “Master_ctrl” and add
one attribute named “EXTRAS” as the only
displayable label for our attributes. All the curve
controls we will be creating must be in a group
inside of the “Master_ctrl” so the entire rig will
behave properly (Fig.03).
To finish, create a group with these curves hierarchy by parenting the chin’s zeroOut group the arms, but the same technique can also be
named “controls_grp” and parent it to the to the jaw curve, the jaw’s zeroOut group to the used for the legs.
“Master_ctrl”. head curve, the head’s zeroOut group to the
neck curve and finally the neck’s zeroOut group Start by duplicating the shoulder joint and
Neck, Head and Jaw to the “spineC_ctrl” created earlier (Fig.05). renaming its “_jnt” suffix to “_fk”. Do the same
Now let’s create curves to control the neck, for all its children joints. Repeat the process but
head, jaw and chin. To make it easier for the IK/FK Blend limbs now rename the suffixes as “_ik”. Delete the
animators to see and select the controls, edit Sometimes animators need to use Forward forearm and finger joints from the newly created
the components (control vertices) of the curves. Kinematics (FK) and Inverse Kinematics (IK) in “_ik” and “_fk” hierarchies. (You should end up
We usually start with circles and first align them the same scene. Luckily, we can blend these with a four joint chain, starting on the shoulder
to their respective joints before remodeling two techniques in our rig - bringing lots of and ending on the wrist)
to the desired shape. When you are done advantages. At the first contact it can be a little
shaping, zeroOut each one of the curves, create complex, but do not worry, it gets easy when we NOTE: The joints are separated for your better
parentConstraints to make the curves drive understand the simple idea behind the concepts. understanding - the chains must be exactly on
their respective joints and then put them in a We will only explain how to set up a blend for top of each other.
TIP (duplicate_IK/FK): Renaming is simple using Remember to do this only once for each joint Go to the Hypergraph panel (Any Mode >
the Search and Replace Names command… in the “_jnt” chain; this will make our “_jnt” Window > Hypergraph), create a reverseNode
(Any Mode > Modify > Search and Replace chain follow both the “_ik” and the “_fk” chains (in Hypergraph > Rendering > Create Render
Names...). Try to use it (Fig.06)! though the orientConstraint. If you move the Node… > Utilities tab > Reverse) and connect
joints around you will see that they follow both the blend attribute from the “Master_ctrl” curve
Now let’s constrain all the joints on these three chains equally. We will now create an attribute on its inputX. Now, connect the outputX attribute
hierarchies. Follow these steps for each joint of to control these influences. of the reverseNode on all of the (IK-W1) of the
the chain we want to blend: orientConstraints. Look at the image sequence
For all limbs we will add a float attribute called for a better comprehension (Fig.07).
- First select a “_fk” joint. “(limb)_ikFkBlend” (for example: “l_arm_
- Add its corresponding “_ik” joint to the ikFkBlend” for the left arm), with min value 0 TIP (direct connections): Directly connecting
selection. and max value 1 to the “Master_ctrl” curve. attributes can be a cleaner alternative to driven
- Finish by adding the corresponding “_jnt” joint Connect this attribute on every (FK-W0) of the keys or expressions, as they evaluate real-time
and applying an orientConstraint (Animation > orientConstraints we just created (the constraint and do not create animation curves.
Constrain > Orient). nodes should be right under the “_jnt” joints).
IK handles creation
This is an important step. If you skip this, your
IK chains will be useless! Now that we have
created the chains we can create our ikHandles
(Animation > Skeleton > IK Handle Tool) to get
the inverse kinematics behaviour from our joints.
Forearm Twist
To simulate our radius and ulna bones in the
arms, we will use the “l_forearm_jnt”. Start by
creating a curve to control the forearm twisting
named as “l_forearmTwist_ctrl” and position it
on top of the “l_forearm_jnt”. ParentConstraint
the control to the lowElbow joint and lock and
hide all of its attributes (ChannelBox > Channels
> Lock and Hide Selected). We won’t be
animating it’s position; to keep our rig organized,
put this control on the “controls_grp”.
Legs Controls
Ok, now that the arms are complete, let’s quickly
create the legs controls. It’s the same process
except for the IK control - you might want to
orient it to the world (with just a little bit offset on
the Y axis to follow the foot angle) so that the
translate Y of the controller is facing upwards.
(Fig.12)
Reverse Foot
Sometimes we must think beyond the real
anatomy because movements in real world are
very complex and difficult to reproduce in 3D.
That is why we must fake some processes: let’s
take a look at the “Reverse Foot” setup that is
used to get good foot control.
Leave “l_toe_ikh.ikBlend” always as 1). IK Twisting Controls lesson! For now, you can group these and
- Now remember the “ikHandles_grp”? Group Now that we have created all of our IK controls, parentConstraint to the head joint.
the scattered “l_foot_ikh”, “l_toe_ikh” and let’s add an attribute to control the limbs
“l_leg_ikh” ikHandles into a group called “l_foot_ orientations: the “twist” attribute. This little Phew! We have come to the end of this
ikh_grp” and parentConstraint it to follow its fellow will play the part of our polevector. As an extensive lesson and now you can almost say
corresponding reverse foot group - in this case, attribute, there are less controls floating around your character is fully rigged and ready to be
“l_footReverse_grp”. and since it works in angles, not in translation animated! Now, how about giving him more
aiming like the polevector,, it is much more emotion through facial expressions? That’s
If you followed these steps correctly, when you intuitive and clean to animate. what we are going to study in our next lesson.
rotate the reversed chain, the heel now raises Until then, practice what you have learned in
without losing ground contact! Ok, so create a float attribute on each arm and this lesson - how about trying to come up with
leg IK control, and make a direct connection to a solution for an automatic clavicle setup using
Reverse Foot Attributes the “twist” attribute of their respective ikHandles. Constraints, Expressions and Set Driven Keys!
Let’s add float attributes without min and max To finish, select those four ikHandles and in
values to the foot IK controller, which will drive the channelBox, set their polevector X, Y and Richard Kazuo &
the rotation of the respective reverse foot joints Z values to zero - this will “free” the movement, Danilo Pinheiro
for the animators to use. Let’s name them: reducing the flipping effect to almost none. For more from these artists visit:
“Raise Tip”, “Swivel Tip”, “Raise Heel”, “Swivel http://riggerman.animationblogspot.com/
Heel”, “Raise Foot” and “Swivel Foot”. Wrapping Up http://nilouco.blogspot.com
To finish our entire rig, group the “root_jnt”, Or contact:
The connections are always the same. Connect “l_footReverse_grp” and “r_footReverse_grp” richardyzo@gmail.com
the attribute to the corresponding joint using the as “joints_grp” and parent this group and the nilouco@gmail.com
Connection Editor panel (Any Mode > Window “ikHandles_grp” to the “Master_ctrl”.
> General Editors > Connection Editor). For
example (Fig.14): You can hide these two groups, leaving only the
geometry and the controls visible - and now our
• Raise Tip > footReverseTip_jxt.rotateZ setup is also scalable!
- Free Models
• Swivel Tip > footReverseTip_jxt.rotateY This resource includes
• Raise Heel > footReverseHeel_jxt.rotateZ You will notice the eyes and teeth are still not The Models Used Within This
• Swivel Heel > footReverseHeel_jxt.rotateY following the rig. We will see this is the next Tutorial
Rigging
TIP (blendShape target editing) = Remember to
Software used: Maya
never freeze the transformations of your copies,
Blendshape theory the “blending”). To help you build a good blend because there is not only one way to do this.
shape system look at the images in this chapter. These are the main targets for a simple facial
Sometimes deforming meshes by just painting
There are a lot of ways to modify your original rigging (Fig.02).
influences can be tiring and time consuming.
Instead we can model the desired deformation
and then apply it to our mesh using the
blendShape deformer. By duplicating our model
and deforming it using any modeling tool, we
have the ability to make these deformations
show up whenever we want by applying them as
blendShape targets.
Facial Joints
If you need more control over a specific facial area of your character you
can create joints to do this. Start by creating a single joint at the origin of
the scene (Animation > Skeleton > Joint Tool); you can do this by holding
the “X” key to snap on the grid, clicking at the center and pressing Enter.
Create a nurbs curve to be the control of this joint and scaleConstraint
and parentConstraint the joint to it. Group the control and move it to the
desired position on the face snapping to points holding the “V” key of the
keyboard. Repeat these steps for additional joints and do not forget to
name them properly (Fig.09).
To make the controls follow the head let’s group these control groups and
parentConstraint them to the head joint, jaw joint or another part to the
facial rig. Remember to put this group under “controls_grp” to keep our
scene clean and organized. Do the same to the joints we just created,
group them and parent under “joints_grp”.
Now, to deform the face with these new joints we need to add them as an
influence of the skinned geometry mesh. So, select all the facial joints and
the character model (face) and add the influences (Animation > Skin >
Edit Smooth Skin > Add Influence). on the chin joint. Skin these joints to the tongue geometry and create
nurbs curves shapes parented to the “chin_ctrl” to control these joints. It is
You can now paint the skin influences of the facial joints using (Animation really simple (Fig.11).
> Skin > Edit Smooth Skin > Paint Skin Weights tool) and getting the
values from the head and jaw joints (Fig.10). Teeth
The rigging of teeth is just geometries in groups that will receive
Tongue parentConstraints by curves following the “head_ctrl” (for the upTooth)
You can rig a simple tongue by creating three joints and parenting them and to the “chin_ctrl” (for lowTooth).
Eyes Let’s create two layers to further organize back to where you still understand what you are
Animators prefer eyes that aim towards a “look things: doing and continue. This is the key to learning
at” control for characters. So what we do is • One for the character’s geometry called while having fun and without frustrations.
create two circles, one in front of each eye, and “ett_L_geo” - you can put this layer in
create another one as a father of these so we reference mode so the animators do not We hope you liked these lessons and got
can move the two eyes together. After that, we accidentally select the mesh; motivated to study even more! See you in the
just create aimConstraints selecting the eye • And another one for the character controls next chapter, where we will take a look into
controls and lastly the eye geometry group and called “ett_L_ctrl” - you can put the entire scripting - something every hardcore rigger
choosing the command (Animation Mode >> “controls_grp” in this layer. should know to help speed and efficiency in any
Constrain > Aim). kind of production.
If you followed our organization correctly, just
Finally, the last thing to do is to group the hide the “joints_grp” to make all the joints Richard Kazuo &
“eye_ctrl” named as “eye_ctrl_grp” and parent unreachable. It is simple as that. Danilo Pinheiro
it to the “head_ctrl”. Please remember the For more from these artists visit:
eye geometries must be in a group that is Conclusion http://riggerman.animationblogspot.com/
parentContrained and scaleConstrained to the All right! We pretty much reached the end of the http://nilouco.blogspot.com
“head_ctrl” (Fig.12). rigging part of our series as the next chapter Or contact them at:
will only cover scripting, so make sure to leave richardyzo@gmail.com
Wrapping up nothing behind! nilouco@gmail.com
We have come to the end of our rig. Everything
is working nicely and now we just have to hide Remember to always keep things simple and
some things from the animators to avoid them organized. Build up your understanding of the
moving and keyframing what they are not basics and try to come up with more complex
- Free Models
This resource includes
supposed to. solutions little by little. If you get mixed up, go
The Models Used Within This Tutorial
Introduction to
Rigging: 6 - Scripting
Software used: Maya
Chapter Overview
In this last chapter we will look at scripting for
Maya. Even if you are an animator or modeler,
knowing a little about scripting can help you in
ways you could never imagine! We can identify
the best cases for using scripting by analyzing
when you repeat certain tasks, like keyframing
sets of controllers or duplicating meshes for
symmetry modeling. In rigging this can also
be used, but in larger scales. Good examples
are the automation of the creation of rigs that
are always set up in the same manner, like a
reverse foot or when you need to constrain a
large quantity of objects while maintaining a
certain set of rules.
Conditionals
Ok, so far we can work on really simple
and repetitive scripts. But what if you need
something more complex like adding some
“choice-making” to them? Meet the conditionals. int $numberOfSpheres = 5; array that we can use later in a loop, for
int $i = 0; instance.
Conditionals allow your code to choose how to while ($i < $numberOfSpheres){
act based on any rule you write - better than sphere; NOTE: It’s important that you declare the
that, they prevent your scripts from breaking $i++; variable that will capture the return value(s) as
or even your software from crashing, just by }; the right data type, otherwise you may get a
checking if certain conditions are met. If not, data type error. Check the Maya Commands
you can make the action cease and display an When run, this code creates five spheres on top reference to see the expected return type for
error message or even continue through another of each other. The while conditional also works each function.
route. For instance: as a loop - in this case, the conditional worked
as a counter since at the end of every iteration, Procedures
string $selectedObjects[] = `ls -sl`; it was checking to see if the statement was still When your script starts to get bigger, it also
if (`objectType $selectedObjects[0]` == “joint” ){ true. When its not true anymore, the loop stops starts to get troublesome to edit variables
print “You have selected a joint! As a prize, running. whenever you need to debug it. Using
you win a polyCube!\n”; procedures we can run several lines of code
polyCube; TIP (capturing return values) = Notice the using a single command, easily feeding data
} else { grave accent (`) symbols surrounding the “ls” to it at the same time. Some more features
print “There is no joint selected! Bad, bad command of the first conditional example. In were added to our last script, take a look at the
user!\n”; MEL they are used to indicate that you want procedure below:
} to get and use the return value(s) of that
Now take a look at this other kind of conditional command. In other words, every object name
which can be very useful: that is listed using the “ls -sl” command will be
automatically put inside the $selectedObjects
Lighting La Ruellle is our new Outdoor Illumination eBook which focuses on lighting a base scene under
very different atmospheric conditions. Each tutorial will show how to build a light rig and set up the renderer
to portray an environment which includes fog/mist, sunrise/sunset, moonlight, midday sun and overcast.
Throughout the five chapters you will be provided with a step by step account of how the scene can be
transformed into one of the above environments, encompassing a range of techniques that will present a
comprehensive insight into both lighting and rendering exterior scenes
Original Author: 3DTotal.com Ltd | Original Scene by: Richard Tilbury | Format: DOWNLOAD ONLY PDF
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Using 3ds Max and Photoshop this eBook teaches you how to create a fantasy scene inspired by real world
architecture, and how to correctly and effectively use reference photos of your chosen source of inspiration to
get stunning effects quickly and easily.
This eBook provides and instructs a great system to creating 3DStills in the quickest way whilst still getting great
results!
Original Author: 3DTotal.com Ltd | Platform: Suitable for all 3D software | Format: DOWNLOAD ONLY PDF
3DTOTAL.COM
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The aim of this 198 page eBook is to provide both an efficient and methodical approach to creating characters
that can encompass both organic and mechanical components and equip artists with the knowledge to learn
techniques used by industry professionals. The series provides an in depth account of creating a character from
the concept and base mesh stages through to the final detailing and high poly sculpt. It will as its subject adopt
the theme of an alien humanoid in battle dress, partly clad in armor and carrying weapons.
Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 198
3DTOTAL.COM
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This e-book provides a detailed account of building, texturing and lighting the interior of a Gothic Church based
upon a concept painting. The ebook is available in five different platforms. Chapter two however is dedicated to
creating a gargoyle in Zbrush – the focal point in our scene. Here the author will start by creating a rough body
form using ZSpheres and move through the numerous sculpting phases and modeling the details for each part
of the character, highlighting the various brushes and tools used throughout.
Original Author: 3DTotal.com Ltd | Platforms: 3ds max, Cinema 4d, LightWave, Maya and Modo.
Format: DOWNLOAD ONLY PDF | Pages: 47+
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This six chapter eBook aims to show the value of post-production and more specifically the ways in which
Photoshop can be used to aid the 3D pipeline. Over the course of six chapters we shall focus on the various
tools and techniques on offer in Photoshop that are frequently used to improve 3D renders. Compositing
passes, adding particle effects, improving lighting and making general colour adjustments are a few of the
topics covered, as well as ways to create backgrounds that both complement and enhance characters.
The methods presented within this series can provide an efficient alternative to lengthy render test.
Original Author: 3DTotal.com Ltd | Platform: Photoshop | Format: DOWNLOAD ONLY PDF | Pages: 049
3DTOTAL.COM
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Manimal is a Zbrush tutorial series divided into six parts, covering nearly 70 pages and addressing the process
of transforming a generic base mesh into an original creature design. The notion behind the series assumes
the task of genetically splicing a human being with a different animal class and sculpting the resultant character.
Each of the tutorials adopts a different animal class as its theme and walks through the stages of developing
a concept and sculpting the overall proportions through to the individual features and particular anatomical
mutations.
Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 067