![]() These last two should be ikSCsolvers, as you don’t want them to inadvertently rotate. Create a second handle from the ankle to the ball of the foot, and a third from the ball to the tips of the toes. This must be set as an ikRPsolver - which is a Rotation Plane solver - and will allow you to gain control over the rotation of the knee. Rotation of the kneeįirst create an IK handle from the hip to the ankle. Before you create the main controller, you should apply three IK handles running down the leg and to the tips of the toes. A Reverse Foot is a copy of the existing foot joints, but reversed to make animating each movement and foot placement easier. Let's look at planting those feet first, and to start you will create a Reverse Foot. To make your job simpler, you need to add a layer of controls on top of the skeleton a bit like the strings on a marionette, these will drive the joints in a more intuitive way. Trying to create a walk cycle, with each foot planting correctly on the ground, would be extremely difficult. Now the model is bound and weighted, but in its current state this character would be difficult to pose or animate. You can also speed up your workflow if the character is symmetrical by focusing on the left side, and then using Skin > Edit Smooth Skin > Mirror Skin Weights to copy the weighting information across quickly. The best approach when painting weights is to pose the character first so you can see the issues as you work. With all that in mind you can now work your way around the model, correcting those deformation errors, and making sure her head and jaw move separately. Opacity allows you to adjust how much each brush stroke will paint, so in a way this is a percentage of the Value. Value is the actual amount you will be physically painting onto the model: 1 will be a 100% influence, and 0 is no influence. The last sliders to adjust are Opacity and Value. Stick to Replace in the beginning, which will just replace the values with the ones you are painting. All you are going to do now is select your brush type from the top, specify a joint to work on under the Influence tab, and then select your painting operation. You will also notice that your model will now be black, with a greyscale around the selected joint that illustrates the weighting falloff. The tools options may appear intimidating, but you only need to focus on a few initially: you can experiment with the rest once you know the basics. Select the model and go to Skin > Edit Smooth Skin > Paint Skin Weights and open the settings. It sounds like a long and tedious job, but Maya has a nice, intuitive way to handle weight adjustment. The default bind is just a starting point, so now you need to go in and adjust each joint’s overall influence. Try rotating her head, or even her jaw and arms, and you will see the problem. Now your model is moving with the skeleton, but you will find she isn’t deforming very well. To rectify this quickly, use the Orient Joint to World option. For the wrist though you may find that the orientation will attempt to point down a particular finger, whereas it should be central. C If you remember, these options were also available when you were creating your joints, but this will allow you to edit each axis individually depending on your needs.Īs mentioned, the default settings should work well, with the primary axis being the one that points down the bone, and the secondary attempting to point up. If you do find some joints that need adjusting, like the wrist, fingers and possibly the spine, go to Skeleton > Orient Joints and open the options. Now go to Display > Transform Display > Local Rotational Axes to see how yours are currently looking. ![]() To edit the rotation axes on your skeleton, select the Root joint and also the hierarchy - go to Edit > Select Hierarchy - so you have all the joints selected. This is important as misaligned axes can cause huge problems. ![]() When adjusted, you are in effect editing the pivot so that the X, Y and Z axes point exactly where you want them to. One of the main areas to investigate is the rotational axis in each joint.Įach rotational axis dictates how the joint will rotate around its pivot when manipulated. Now you have one side of your skeleton, it's important to check how it actually rotates before you move on to create the opposite side and bind it to the model.
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