Adding custom attributes and controllers - Part 1
Having skinned the character, it was now time to
take care of the IK and FK chains blending and add the (custom) controls for
the rig. Adding a set of manipulators (controllers) is important because it
‘…makes it easy to animate by the animators’ whilst not adding any would result
in ‘…making the pipeline of character animation more time-consuming, difficult
and problematic’ (Bhati, Karbasi, Mahesar and Waqas, 2015). It all comes down
to how easy an animator can control individual bones and bone chains, as
instead without any controllers even selecting a bone would take much longer.
However, the subject goes lengths beyond that with certain bones having bound
to them certain reactions, constraints (limits) and more.
I have started the process by freezing and hiding
the mesh first, as using or interacting with it was not necessary for this
task. Following an extensive online video guide I’ve found, I have started by
creating an IK chain (using the ‘HI Solver’ option under the ‘Animation’ tab)
between two bones, namely the left heel and the left thigh. What that did was
to link the movement of a bone to the other, so that when the heel was raised
the thigh followed on a logical pattern determined by the algorithms the tool
was based on. The result in question can be seen below:
The blue star like figure in the GIF above is the
result of an IK chain between two bones. It is called an IK goal and it is used
in moving the bones as described above. So now instead of selecting the heel
bone you would select the goal, recreating the IK movement as established. For
the same result I have then chained the ‘ball’ to the heel and the toe to the
ball in the logical order.
To make the animator’s job easier which results in a
lot of saved time, custom shapes are then attributed to the IK chains (to the
goals). These shapes are called helpers and they can come in any type of shape
or form, colour or size, all depending on the animators’ needs. I have so
created a few green, wireframe cubes that can be selected instead of the goals,
making everything easier. These cubes have been carefully aligned (using the
‘Align’ tool) to the joints as seen in the next image.
The helpers were then linked (using the ‘Link’ tool)
to their respective IK goals. One of the helpers was linked to two IK goals
instead, to create the ‘Heel peel’ effect where rotating the helper would make
the heel follow the ball of the foot. The effect can be seen below:
The next step
was creating a main foot controller with the help of the line tool under the
create panel. I have drawn a shape and adjusted its corners to look like a
rectangle. It was then placed underneath the shoe sole like an outline and
bound to the heel helper. The foot controller was now usable. Rotating or translating
the controller would make all the affected bones to follow as affected by their
respective IK solvers.
Adding custom attributes was the next task. An ‘attribute
holder’ modifier was added to the foot controller. Then the parameter editor
was opened using the key combination ‘Alt+1’. I have then added all the
necessary foot interactions as custom attributes. For example, instead of
selecting the toe helper to rotate it I could now look for the ‘Toe twist’
attribute in the list on the right, simplifying the process.
After creating the attributes list, reactions were
now to be added. In the reaction manager window (under the ‘Animation’ tab) I
have selected each attribute in the list and added a custom reaction, such as
adding a Zero Euler XYZ rotation on the Z axis for the Heel Peel attribute.
Doing so allowed me to input the constraints for the slider:
- - If the slider was on 100% (or 10), the heel would be lifted to a 60° angle (-60° in this case due to the axis orientation).
- - Similarly, if the slider was on 0 then the heel would stay in its resting state. Any in-between value would be calculated by the existent algorithms.
So as I said, using the reaction
manager I have added a custom reaction to each individual attribute created
earlier. I have then inserted the limits (or constraints) of each attribute so
that it won’t allow for twisting the toe more than it’s naturally possible, for
example. At the end I have tested each slider to make sure the bones motion was
correct and each custom attribute was working properly.
References:
References:
Bhati, Z., Waqas, A., Karbasi, M. and Mahesar, A.W. (2015). A Wire Parameter and Reaction Manager based Biped Character Setup and Rigging Technique in 3Ds Max for Animation. International Journal of Computer Graphics & Animation, 5(2), pp.21–36.
YouTube. (2012). Rigging a Character in 3ds Max - Part 4 - Foot Reactions. [online] Available at:https://www.youtube.com/watch?v=glL0_EJKiaE&index=28&list=PLnKw1txyYzRlxh1-BT4CifPXC5TBg2vUd [Accessed 6 Feb. 2019].
YouTube. (2012). Rigging a Character in 3ds Max - Part 3 - Custom Foot Attributes. [online] Available at: https://www.youtube.com/watch?v=8f6Xs79T-TA&list=PLnKw1txyYzRlxh1-BT4CifPXC5TBg2vUd&index=27 [Accessed 6 Feb. 2019].
YouTube. (2012). Rigging a Character in 3ds Max - Part 4 - Foot Reactions. [online] Available at:https://www.youtube.com/watch?v=glL0_EJKiaE&index=28&list=PLnKw1txyYzRlxh1-BT4CifPXC5TBg2vUd [Accessed 6 Feb. 2019].
YouTube. (2012). Rigging a Character in 3ds Max - Part 3 - Custom Foot Attributes. [online] Available at: https://www.youtube.com/watch?v=8f6Xs79T-TA&list=PLnKw1txyYzRlxh1-BT4CifPXC5TBg2vUd&index=27 [Accessed 6 Feb. 2019].
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