Rigging & Creature FX

WEEK 1 – Introduction to module, HumanIK in Maya

Learning how to rig using a skeleton mesh:

Firstly, I imported my mesh and opened the quick rig tool

I then clicked on step by step.

By pressing the + on geometry it added skeleton mesh information into the geometry section.

After changing the embed to Polygon Soup I hit create and that produced pivot points on my skeleton. I adjusted the pivot points since they came out a slightly off.

Once I edited the pivot points to my liking I switched skeleton and rig to skeleton only and hit create. Finally, I had to skin it so I clicked create under Skinning.  Then I renamed it.

Now it is time for the Mocap animation:

Ive imported in my mocap animation file.

 

Then, I selected the hip of my mocap and got onto SELECT and hit HIERACHY. 

I then brought up my channel attributes tool bar and hit enter on the rotate x,y and z so it’s 0. Then I selected the hips and went to rotate z and typed in 90. This put my mocap animation into a T- pose.

Now, I’ve opened up the humanIK again, hit Character definition and I began to assign each bone to it.

After I have assigned each bone it should appear as green with a tick.

I’ve renamed my mocap to VICOM.

 

Then lastly, I changed the character to skeleton and the source to VICON so the mesh is now assigned to the mocap animation.

This is my final animation:

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WEEK 3 – Substance/ Maya – JERRY CAN

TASK – Texture a jerrycan in substance, apply In Maya then move to Nuke

Substance painter walkthrough:

 

UV layout in substance

To add my texture/image/petrol label I went to File/Import Resources> Select texture>Import> Dragged it to the jerry can and then adjusted the settings and added some textures to it to make it look more realistic and worn out.

After I was done editing my textures to my liking, I exported the texture by going to file > export texture.

I then opened Maya to begin applying all my textures onto my model. The mistake I had made was I applied my textures onto the wrong model, the one that did not have the correct UV layout hence why it came out looking like this:

Maya Walkthrough

I will attempt this again to fix my error but now I know how to apply textures using Substane Painter and Maya.

 

 

 

ROBOT RIGGING

First I modelled my robot on Maya, then when I was happy with it I began to rig it. When I had finished rigging it I moved on to UV mapping.

 

 

ROBOT RIGGING ASSIGNMENT

UV mapping

Texturing in Adobe Substance Painter