Rigging of Hulk: Part 5

Final product image
What You’ll Be Creating

1. Creating Hand Control Curves

Step 1

Start
Maya and open the file which was saved in the last part of the tutorial.

Start Maya
Start Maya

Step 2

Create
a circle curve in the side view as shown in the following image. 

Create a circle curve
Create a circle curve

Step 3

Snap
this curve to the left arm joint as shown in the following image.

Snap this curve
Snap this curve

Step 4

With
the curve selected, jump in the vertex selection mode and edit its shape as
shown in the following image.

Vertex selection mode
Vertex selection mode

Step 5

Make
a duplicate copy of the circle curve for the right arm joint and snap it on the
joint as shown in the following image.

Make a duplicate copy of the circle curve
Make a duplicate copy of the circle curve

Step 6

Create
another circle curve for elbow control and snap it on the left elbow joint as shown
in the following image.

Create another circle curve
Create another circle curve

Step 7

With
the curve selected, jump in the component selection mode and edit its shape as
shown in the following image.

Component selection mode
Component selection mode

Step 8

Make
a duplicate copy of the curve and while pressing and holding the V key,
drag it on to the right elbow joint to snap.

Make a duplicate copy of the curve
Make a duplicate copy of the curve

Step 9

Create
a cube curve and snap it to the wrist joint for creating hand control.

Create a cube curve
Create a cube curve

Step 10

With
the curve selected, jump in the vertex selection mode and edit the vertices as
shown in the following image.

Vertex selection mode
Vertex selection mode

Step 11

Create
one more circle curve and edit it in rectangular shape for wrist twist control as
shown in the following image.

Create one more circle curve
Create one more circle curve

Step 12

Make
duplicate copies of both hand and wrist twist control curves and place them for
the right side joints as shown in the following image.

Make duplicate copies of both hand and wrist twist control curves
Make duplicate copies of both hand and wrist twist control curves

2. Creating Clavicle Control

Step 1

In
the top view, create a circle curve on the grid as shown in the following image.

Create a circle curve
Create a circle curve

Step 2

Jump
in the perspective view and place it around the left clavicle joint. Being in
the vertex selection mode, edit its shape as shown in the following image. 

Vertex selection mode
Vertex selection mode

Step 3

With
clavicle curve selected, press and hold
D and V keys to snap to the left side’s arm joint as shown in the
following image.

Snap to the left sides arm joint
Snap to the left side’s arm joint

Step 4

Make
a duplicate copy of the curve and snap it to the right side’s arm joint.

Make a duplicate copy of the curve
Make a duplicate copy of the curve

3. Creating Head Control

Step 1

Create
a cube curve and snap it to the head joint as shown in the following image.

Create a cube curve
Create a cube curve

Step 2

With
the cube selected, jump in the components selection mode and edit the vertices
of the curve to scale it down as shown in the following image. 

Components selection mode
Components selection mode

4. Deleting History and Freezing Controls

Step 1

Select
all control curves. 

Select all control curves
Select all control curves

Step 2

With
the curves selected, go to Edit >
Delete by Type > History command to delete the history.

Edit  Delete by Type  History
Edit > Delete by Type > History

Step 3

With
the curves selected, go to Modify >
Freeze Transformations to freeze all
transform values and reset the initial values to 0.

Modify  Freeze Transformations
Modify > Freeze Transformations

5. Creating Elbow Control

Step 1

Jump
in the front view and create a circle curve as shown in the following image.

Create a circle curve
Create a circle curve

Step 2

Jump
in the component selection mode to edit the vertices of the curve as shown in
the following image.

Component selection mode
Component selection mode

Step 3

With
the curve selected, press and hold D
and V keys to snap to elbow joint as
shown in the following image.

Snap to elbow joint
Snap to elbow joint

Step 4

Make
a duplicate copy of the curve and snap it to the right side’s elbow joint as
shown in the following image.

Make a duplicate copy of the curve
Make a duplicate copy of the curve

Step 5

With
both elbow control curves selected, go to Edit
>
Delete by Type > History command to delete the history.

Edit  Delete by Type  History
Edit > Delete by Type > History

Step 6

With
the same elbow control curves selected go to Modify > Freeze Transformations
to freeze all transform values and reset the initial values to 0.

Modify  Freeze Transformations
Modify > Freeze Transformations

Step 7

For
identification purpose, set the color of right side’s controls to green and
left side’s controls to red. 

 Set the color
Set the color

Step 8

Rename
all left controls as L_FK_Arm_control01,
L_FK_Elbow_control01, L_Hand_control01, L_FK_Wrist_control01, L_Clavicle_control01,
and L_Elbow_Control01. Rename all right controls as R_FK_Arm_control01, R_FK_Elbow_control01, R_Hand_control01, R_FK_Wrist_control01, R_Clavicle_control01
and R_Elbow_Control01.

Rename all left controls
Rename all left controls

Step 9

Hence
all control curves have been completed and ready for linking, applying
constraints and parenting. 

All control curves have been completed
All control curves have been completed

6. Applying Constrain

Step 1

First
of all, hide the body and other meshes as well. Turn off these layers in the Layer
Editor
panel.

Layer Editor
Layer Editor

Step 2

With
L_Hand_control01 selected, press and
hold Shift key and then select L_Hand_IK_01
as shown in the following image.

 L_Hand_control01
L_Hand_control01

Step 3

With
both hand controls and Ik selected, go to Constrain
>
Point and click on the
option box.

Constrain  Point
Constrain > Point

Step 4

In
the Point Constrain Options window, turn on Maintain offset check box and then click on Add button.

Point Constrain Options
Point Constrain Options

Step 5

With
L_Clavicle_control01 and L_Clavicle_IK_01 selected, go to Constrain > Point constrain command.

Constrain  Point
Constrain > Point

Step 6

With
L_Elbow_Control01 and L_Hand_IK_01 selected, go to Constrain > Pole Vector constrain command.

 Constrain  Pole Vector
Constrain > Pole Vector

Step 7

With
L_FK_Wrist_control01 and L_wrist_jnt01 selected, go to Constrain > Orient and click on the option box.

Constrain  Orient
Constrain > Orient

Step 8

In
the Orient Constraint Options window, turn on Maintain offset check box and then click on Add button.

 Orient Constraint Options
Orient Constraint Options

7. Applying Expression

Step 1

For
applying expression, select L_wristTwist_jnt01
and go to Window > Animation Editors > Expression Editor.

Window  Animation Editors  Expression Editor
Window > Animation Editors > Expression Editor

Step 2

In
the Expression Editor window, select
L_wristTwist_jnt01 in Objects
group and select rotateX in Attributes group. In the Expression
text box, write the expression as L_wristTwist_jnt01.rotateX = L_FK_Wrist_control01.rotateX*0.8; and
then click on Create
button to apply.

 Expression Editor window
Expression Editor window

8. Creating Custom Attributes

Step 1

With
L_FK_Wrist_control01 selected, go to
Modify > Add Attributes command.

Modify  Add Attributes
Modify > Add Attributes

Step 2

In
the Add Attribute window, write IKFKSwitch as the Long name and
set the values of Minimum, Maximum and Default to 0,
1, and 0 respectively and then click on OK button.

Add Attribute window
Add Attribute window

Step 3

Now,
you can see the IKFKSwitch attribute has been added in the channel
editor.

 IKFKSwitch attribute
IKFKSwitch attribute

Step 4

In
the same way, with L_FK_Wrist_control01
selected, open the Add Attribute window and write Thumb as the Long name and set the values of Minimum,
Maximum and Default to -5, 10, and 0
respectively and then click on Add button.

Add Attribute window
Add Attribute window

Step 5

Following
the same way and with L_FK_Wrist_control01
selected, open the Add Attribute window and write Index as the Long name and set the values of Minimum,
Maximum and Default to -5, 10, and 0
respectively and then click on Add button.

Add Attribute window
Add Attribute window

Step 6

Following
the same way and with L_FK_Wrist_control01
selected, open the Add Attribute window and write Middle as the Long name and set the values of Minimum,
Maximum and Default to -5, 10, and 0
respectively and then click on Add button.

Add Attribute window

Step 7

Following
the same way and with L_FK_Wrist_control01
selected, open the Add Attribute window and write Ring as the Long name and set the values of Minimum,
Maximum and Default to -5, 10, and 0
respectively and then click on Add button.

Add Attribute window
Add Attribute window

Step 8

Following
the same way and with L_FK_Wrist_control01
selected, open the Add Attribute window and write Pinky as the Long name and set the values of Minimum,
Maximum and Default to -5, 10, and 0
respectively and then click on Add button.

Add Attribute window
Add Attribute window

Step 9

In
this way, the custom attributes of the various controls have been created. To
edit the values, you can go to Modify
> Edit Attributes command
to open the attributes editor window.

Modify  Edit Attributes command
Modify > Edit Attributes command

Step 10

In
the Edit Attributes window, you can select any desired custom attribute
and then change its name and value.

 Edit Attributes window
Edit Attributes window

Step 11

For
instance, select Index custom
attribute and then turn its New name to Index Finger and press the Enter key to apply the changes.

Index custom attribute
Index custom attribute

Step 12

Following
the same way, rename all fingers name as shown in the following image.

Rename all fingers
Rename all fingers

Step 13

With R_Hand_control01 and
R_Hand_IK_01 selected, go to Constrain > Point constrain
command.

Constrain  Point constrain
Constrain > Point constrain

Step 14

With R_Clavicle_control01 and
R_Clavicle_IK_01 selected, go to Constrain > Point constrain
command.

Constrain  Point constrain
Constrain > Point constrain

Step 15

With R_Elbow_Control01 and R_Hand_IK_01
selected, go to Constrain > Pole Vector
constrain command.

Constrain  Pole Vector constrain
Constrain > Pole Vector constrain

Step 16

With R_FK_Wrist_control01 and R_wrist_jnt01 selected, go to Constrain > Orient constrain
command.

Constrain  Orient constrain
Constrain > Orient constrain

Step 17

For
applying expression, select R_wristTwist_jnt01
and then go to Window > Animation Editors > Expression Editor.

Window  Animation Editors  Expression Editor
Window > Animation Editors > Expression Editor

Step 18

In the Expression Editor window,
select R_wristTwist_jnt01 in
Objects group and rotateX in the Attributes group. In the Expression text box, write the expression as R_wristTwist_jnt01.rotateX = R_FK_Wrist_control01.rotateX*0.8; and
then click on Create
button to apply.

 Expression Editor window
Expression Editor window

Step 18

In
this way, the controls for left and right hands
are completed. In the next part of the tutorial, I will show how to create the controls for the fingers and IKFK Switch.

All controls done
All controls done

Conclusion

In the next part of the tutorial, I’ll show you how to create fingers’ controls and IKFK switch.

{excerpt}
Read More

Leave a Reply

Your email address will not be published. Required fields are marked *