Rigging & creature FX
Week 1; Introduction HumanIk Maya
first step adding the fbx and going over to the right and click on ‘toggle the character control’
select quick rig tool#
once you click on the quick rig tool you will now press step by step
by pressing the addition sign top right of the new tab you will now get multiple options
the plus sign next to the geometry you will have to click to now assign the model you imported, along with changing the guides method to polygon soup because of the amount of polygons.
once creating the poly soup you will now see that you have been given pivot points around the body what then allows you to add to the joint of the skeleton.
changing the skeleton rig generation to skeleton only so it could now make the bones for the movement
then going to skinning after making the bones in the body and create so that the bones are now linked with the skeleton/mesh
once you skinned the mesh with the model it will show as different colors.
furthermore we want to import the animation from a mocap and click the hips and go to the top left on select and select hierarchy after selecting hierarchy you want to the deselect and go to the position/rotation nd select all and turn it to 0 what will then now make it flat on the floor
secondly you want to then go to the rotation on the x value and set it to 90.
as you can see in the picture you can now see an image with bones and body you need to now click on the body parts and assign them to what is located on the right after finishing that you select the character to the name you made for your mesh and the source to the definition you made with the animation you placed
Week 2– Hard Surface Modelling
started by selecting the obj I wanted to uv and texture and unwrapped it
then exported it as obj and bought it into substance paint
once i put the obj into substance paint i then baked the texture.
once it was then baked i then applied a texture to it if the obj was not baked the material will then look like this .
first version need fixing
updated version had to change textures because it kept on crashing
WEEK 3: Substance/Maya/Nuke workflow – Jerry Can Tut
uv mapping the jerry can body
we then put the obj into substance painter and textured it using layers and masks along with smart material.
adding the petrol label to the jerry can
week 5:
first I selected the top half of the hydraulic and added a constraint called aim
this is what will happen if you don’t add the constraint and once you add it, it will then look like the picture below
next i added some joints to now connect to the hydraulics
Week 7;
we started with a dynamesh sphere and went to tool and changed it to a zsphere what then allowed us to extend the circle
next we then go to adaptive skin and it will convert it to a mesh.
WEEK 8 :
WEEK 9 :
started by making the bones in the geo scorpion what we exported from z brush.
with making the legs i selected the mirror attribute and parented them to the body
after that i then selected the parent of the leg and and use the mode IK handle
after then using the IK handle you will then and a curve circle and parent the ik handle and the curve
this is how it looks after parenting the curves to all legs
for organisation and easy access to the joints geo and the ctrls system
select the joint and hierarchy
make sure the joints and the geo is selected and navigate to skin in the tool section and go to bind skin. in other words it puts the surface to the skeleton.
should be able to move the skeleton and the geo will move along with it.
the circle that was now put around the geo we connect that to the joints.
once that’s done you will then want to go to display at the bottom right and right click on ctrl and select add selected object
next we do the driven key what is a keyframe where one attribute value is related to the value of another attribute
if getting this stretch you will then need to paint weight the geo
by figuring out what joint it is then finding it on the tool and click select geometry what will then allow you to erase it .