Wednesday, 16 November 2016

Video Game Production Techniques - Manual Rigging: Fully Animating a leg

Following on from the generic layout of a skeleton within Maya, I was asked to follow a tutorial to fully rig a leg, in a capacity which would means adding more to the leg than previous rigging work.
This leg setup would be adding a Toe Tap, a Heel Peel, a Swivel, Toe Tip and Ankle movements.

The tutorial I followed can be seen below:


I started by adding an IK Solver to the leg, stretching from the hip to the ankle, making sure to set the right type of IK handle in the settings prior to applying it to the leg, for a generic leg setup, a Single Chain Solver is used.


From there, more IK handles were added to give more points of character articulation, for which the pivot points were placed allowing rotation on specific aces for specific joints.

I had to pay close attention to my Outliner during the creation process, both for tidiness of my work overall, and to order the joints correctly, as there is a specific order in which the items, joints and IK handles must be parented to one another.
With this in mind, my Outliner looked like this upon finishing the leg rigging. The specific ordering of the setup found under "L_Foot_Control" is absolutely necessary for both the leg and the foot to work properly.


I added the extra attributes and edited them accordingly, for the toe tap, heel peel, swivel, toe tip and ankle movements, again close attention was needed whilst doing this to make sure each attribute was applied correctly, allowing rotational movement on the correct axis.



With the right axes of rotation selected for each of the newly implemented animation values, I could then apply movement both through viewport rotational movement and through changing of numbers within the channel box.


My skeleton would now have a full range of foot animation, allowing me to tap the toes of any character I applied the skeleton to, raising the heels to an extent to aid a walk animation or even for example, swivelling the ball of the foot on top of a cigarette to put it out, as can be seen below, utilising the swivel at a value of -30 rotation and the toe tap at -10 rotation.


I feel though blogging this and documenting it will aid me in creation of another skeleton at a point further down the line, although I feel I will probably need to consult the tutorial again, as having only run through the process twice, I have not yet completely memorised the system, parenting procedures and such and whilst I am more than confident in my competency with Maya and the functions within, I will more than likely not remember it fully when I next rig a skeleton.

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