Rigging & Creature FX
WEEK 1
Introduction to module, HumanIK in Maya. Simple Rig
Get your model by importing or creating them
After acquiring your model, to start rigging your character,
Toggle Character Control at the TOP RIGHT of the screen
This will enable the HumanIK additional sidebar to the right, under Modelling Toolkit.
Next in the options available, select Quick Rig Tool
This will open the Quick Rig dialog with settings to set up your Rig.
I recommend selecting your whole model before using the settings in this tool.
First, select Step By Step, and with your model’s mesh selected, Click the add (+) sign to add your mesh and all its part for rigging.
All parts of the selected mesh will be listed in the Geometry Box.
Under Guides, from the drop down list below it, select Polygon Soup.
Then hit the Create/Update button
And use the User Adjustment of Guides to mirror each accurately to the opposite side of your model.
Once done, in the Skeleton and Rig Generation section, Select Skeleton Only from the drop down list in the next box below and hit the Create/Update Button.
This will create Bones for your model connecting the joints in the model like in a real human.
Next, you parent the Model with created Joints/Bone;
First select the Model part(s)
then select the Rig Joint
and press P to parent it.
Once all parts are parented as required, rename your newly created Rig Character in the HumanIK tab, to easily identify it.
Now import your MoCAP data. and use it to drive your rigged model.
After getting your MoCAP data, Firstly select it by clicking on the ROOT JOINT, found in the middle of the pelvis.
Then go to the menu at the top left and choose Select>Heirachy
Make sure to do this in the FIRST FRAME in the animation timeline.
In the ChannelBox/Layer Editor, input 0 for Rotation in the XYZ slots. To reset the Mocap.
First selecet none in the Character drop down list, and you will be provided with a few options.
Select Create Character Definition from the available options.
Now Select a joint from your MoCAP data, and assign it to a corresponding spot in the HumanIK. You can have mirroring enabled to automatically assign the opposite corresponding spot.
If there are minor issues, you will seee a Visible AMBER exclamation mark.
APPLYING THE SAME WORK FLOW ABOVE TO THE TROLL MESH
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WEEK 2
Mech – MoCap – Simple Pipeline
- Knife tool Zbrush
- Zremesh
- Export substance painter
- Basic material
- Export to Maya
- Build material in maya
- Build legs & arms beware pivot points no scaling
- Rig using quick rig
- Link using parent
- Import Mocap
ZBrush Foot – Updating…
Use
SUBSTANCE PAINTER
File New , Import Model.
Bake Texture. Texture Set Settings.
Go Des
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1st ASSESSMENT Project
Building Metal-Man (IronMan-Inspired)

RIG TESTING
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WEEK 3
Substance/Maya/Nuke workflow
JerryCAN updating…
Motion Capture
I wore a MoCAP suit. James helped setting it up.
He took me through a range of motions in the set up process.
A view of Captured vs Reality.
Here we see what the computer sees. What is translated as Mocap data.
I had the pleasure of role playing for different character.
Yes I got free dance lessons.
This take below was a total fail. But as expected not all takes will be great, so we had to retake quite a few.
I used some prosthetics here, and role played a character from PLANETOF THE APES.
Yes, very cool.
Goes without saying that we messed about a little.
T’was great fun, but really exhausting.
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WEEK 4
Face Cam
Updating..
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WEEK 5
WEEK 5
Presentations
We did presentations today, showing what we achieved so far.
Below is my reference images. I made a madel that looks like Iron man called METAL-MAN, heavily inspired by one of my favourite characters. I used some blueprints i prepared which I found online to help me get my proportions right and get good details. However for the most part, I freestyled the modelling process.
Though they look similar, mostly in the face, they are quite different in detail.
After my previous test, I had to remodel a few parts of my model like the shoulder for example.
Made it look better too.


Then I tried to used ID masks to texture, but didnt come out quite like i wanted it, so I went with the traditional method.
Assigning materials to parts with colours, face by face, after first UVing my model.
I also Deleted history. Froze Transformations, Reset Transformation to help avoid errors.
I then selected my model in Object_Mode and Exported Selection as FBX Export.
Substancer Painter is what used to texture my MetalMan model.
I only made 4 materials for the different parts of my model.
Red, Silver, Gold and White.
Except for the White material which was for the white light being emitted, The other three were metallic, with different colour variations.
First i Baked my model to help substance painter better know what is what in my model, like the hard edges and such.
I used paint layers and generated worn edges and dust to depict worn out usage.
I applied all four shaders I created to my model successfully.
After successfully assigning joint definitions.
I renamed the newly created character definition and Locked it. (Clicking the Lock sign)


Next, In the Character i selected my Metalman_Rig model
In the Source i selected the MoCAP definition I just prepared.
Hit the Play button and your model moves like the MoCAP definition.
I then created a DomeLight and applied an EXR texture file from PolyHaven Website for fine light.
For my background, I create a simple landscape and applied textures to it from poly haven.
I made a simple road, and desert island and applied some Noise for the Bump map
James MotionCapture
Dance Motion Capture
WEEK 6
Workshop _ Mech Submission
After facing numerous issues with the MoCAP data, I tried various setting under the Control Tab, to adjust the motion, fidgeting and shakes.
I used the animation Editor to ease motion for more subtle movements, and some I just flat out deleted as they were eratic.
I applied some basic texturing for a better look.
Some Pains I went through making this; Haha
I call this one the drop motion.
I call this one the Metal Action.
WEEK 7
Zspheres workflow / Sculpt arm zbrush
WEEK 8
Sculpt Leg / Corrective Blendshape
Reference Image:![]()
WEEK 9
Scorpion_Rig







WEEK 10
Workshop _ Mech Submission