How To Rig a Character in Autodesk Maya | Ep 01 of 03

How To Rig a Character in Autodesk Maya | Ep 01 of 03


Hi There, I am Snigdh, A Digital Artist. I
absolutely love working in the creative digital spectrum using 2D, 3D and Visual FX. its been
almost a decade now since I have been teaching these forms of Art. Today, I am back with another multi part video
series, where I am going to teach you “ Rig a Character.” As always, I shall be open
to questions, comments and would love to know what more you would like me to teach. So feel
free to send in your requests, and I will try my best to create a video on it. If you like what I teach, please consider
subscribing and also press the bell icon for instant updates whenever I release a new video. The objective of this tutorial will be to
teach you how to deal with the ever so complex subject of “Character Rigging”. This video is going to be divided in 3
Stages:
Stage 1 will be where I would be showing you how to create Joints and IK System.
In Stage 2 I will show you how to create Foot Controllers, use constraints, and Hierarchies
to establish relationships. Stage 3 – we will collect some measurements
of the Joints for the purposes of creating the Expression and then finally I will be
creating the Expression to connect it all. Lot of ground to cover – So,  without any
further delays – let’s get down to work. Body This is going to be my character here. Its
a very commonly used proportion these days, when it comes to characters. Its seen everywhere.
Lets see Few Examples here. OKay, now coming back to our character – I
am going to switch to the side view in my viewports. We will start off with legs.
Head to the Rigging Shelf, Click on Create Joints. And I am going to create Joints here
in this manner. Press Return or Enter to accept the creation. So what we see here is that
the Joints have been created in the middle of two legs. This is going to be our Reference
Joint System. We are going to derive our measurements of Joints from here. Now Go to the Outliner, and Rename the Joints
to something logical. I am going to give them a name following a standard style of naming
conventions. You may choose your own style. In my case its going to be Reference, Underscore,
Leg, Underscore, Zero One, Zero Two, and so on. Now lets Duplicate the Reference Leg Joints
and Move them towards the Left Side of the Character. Here I am going to be renaming
the Joints as Left IKay. Since these are going to be responsible for
setting up the actual IKay system. So That would be, Left Leg, IKay, 01, 02, and 03.
I suggest you to get into the habit of naming everything logically, when you are rigging,
since its quite easy to get lost somewhere midway. Now , with that out of the way, lets
give these Joints some color, so that they stand out. To do that, select the Joint, Go to the Outliner,
Click on Display, Click on Drawing Overides, Enable Overides, Check that on, and use this
slider to give the color of your choice. I usually stick to Blue for Left Side and
Yellow for Right side. White for Central or anything that can’t be categorised as Right
or Left. Red is reserve for Reference. I am going to be Duplicating the Left IKay joints
on to the Right Side and Changing Names in the outliner, exactly like I did with the
Left Side. I am also going to be changing colours here. Now its time to apply the IKay Handle to the
Left IKay Joint. Go to the Rigging Shelf, Click on IKay Handle Icon, Click on the Top
of the Joint and then Click on the Bottom Most Joint, thereby applying the IKay Handle.
I will repeat the same steps on to the other side as well. Now is a good time to add the
foot controller. Switch the viewport to the Top orthographic view, Head to to the Curves
shelf, and click, Drag and draw the NURBS Circle. Then Right Click, and goto the Control
Vertex, adjust the shape to broadly match the shape of the foot. Rename the Left and
the Right IK Handles. Also rename the Curve to Left Foot Controller. Duplicate the controller
on the Right side by using Ctrl + D, Mive it to the Right. And change the name to Right
Side. Now I am going to modify the pivot point of
the controller and snap it to the IKay Joint 03 here at the bottom, to give the controller
correct rotation angle. Lets Repeat the procedure on to the right side as well. Since I want
the Ikay handles to be controlled by the Controller, here I will go ahead and make the IKay handles,
child of the Controllers. Middle click and drag them on to the Parent, that is, the corresponding
foot Controllers. Now lets select the Foot Controllers and do a little test. The result
is – that the controller is very nicely moving the the Whole Ikay joint system along with
it. This brings me to end of this video. In this
video we saw how to create the Controller, use Constraints, and Hierarchies. In the next
video I will show you how to use the measurements to create expressions and create the stretch
in the Joints. I hope this video is helpful to you in your creative journey.
Here is Snigdh, Signing off, Till next time, Take very good care of yourself and never
stop creating.

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