Rigging & Creature FX

Week 1 – Intro to module, HumanIK in Maya and Simple Rig:

What was covered in the lecture:
Human IK:
A plugin in Maya for rigging.

The Workshop Activity:
Part 1:
Go to Toggle character control. Select the skeleton. Hit Quick Rig tool. Then choose step-by-step and hit +. It will add all the information to the geometry section.

On Embed method choose Polygon Soup. Resolution = 256. Then hit create. It will create a little guides. Then adjust the pivot points on one side. Hit mirroring.

When we finished, under skeleton and rig generation choose skeleton only and hit create/update. We can delete it and readjust the location of the pivot points.

At the end, we need to “skin it” by hitting create. Now it skinning the mesh to the bones. Rename it.

Part 2:
Then bring in the MoCap animation FBX. Delete unlabelled markers and cameras (not necessary), so all we left is Solving. Make sure we are on the first frame.
Then we need to select everything. so first select the hip and then: select -> hierarchy

Then adjust the location and make him as t-pose: Rotate x y and z to 0 (again). Then select the hips and rotate x to 90.

Then we need to create Character definition to assign the animation to our skeleton.
So go back to humenIk, select “None”, hit “Create Character Definition”.

Select each part of the mocap and assign it by right click and assign selected bone.
Then lock it.

Rename it to “Vicon_MoCap”. Then change the character to Skelly and the Source to Vicon_MoCap.

Final Animations and Render

Monster:
Bring the monster in. Adjust its size and hit “Freeze Transformation”
Also, modify -> Reset transformation to reset the pivot point.

Repeat the same process exactly as last time:

Rename it to troll. bring in the mocap animation and repeat the process. At the end, assign a shader.

Final Animation and Render:

 

The Weekly Activity:
Create a robot in Maya by the end of next week:
Keep in mind the pivot points of the shapes.
Ideas:
 

Week 2 – a

What was covered in the lecture:
a:
a