Adding custom attributes and controllers - Final
This
week I have successfully rigged the hands of the model and then prepared the
rig for animation as well as cleaned the scene.
Rigging the hands was a straight forward task that did
not involve anything new that I haven’t done before. I have started by creating
a controller for each of the five fingers and aligned it with the third joint (the
closest to the hand) on each finger. I have then linked the third joint with
its newly added controller on each finger. The controllers were then linked to
the hand bone so that the fingers remain attached to the hand (and move with
it), but also independently.
Similar to the other controllers, I froze the transform
and then locked their movement and scaling on the XYZ axis. The fingers should
be able to go up and down (Z axis), left and right (Y axis), but they shouldn’t
be allowed to rotate. Locking the rotation on the X axis did just that.
I have then added an ‘Attribute Holder’ modifier and
copied it on each of the finger controllers. In the attribute holder menu I
have created a new parameter that controls each of the fingers curl level. For
example, if I wanted to curl up the index finger, I would simply move the
slider for ‘Index Curl’ to 10. The parameters were then linked to the bones in
the reaction manager:
After rigging the left hand, I moved on to the right hand
and repeated the same process.
To clean the scene, I resized all of the goals so that
they’re barely visible, as they won’t be used in animation. I have also changed
the colours of the controllers so that the FK controllers are in blue and the
IK controllers in yellow (colour coding). The IK and FK arms bone chains were then
hidden as there’s no purpose in seeing them anymore now that the controllers
were set in place. I have grouped the helpers, controls and bones on three
different layers, named accordingly. A master controller had been also added so
that I can move the whole rig at once, if necessary.
The model is now ready for animation.
References:
YouTube. (2012). Rigging a Character in 3ds Max - Part 16 - Preparing
Character Rig for the Animator. [online] Available at:
https://www.youtube.com/watch?v=pNSzgOs_6Ug&index=40&list=PLnKw1txyYzRlxh1-BT4CifPXC5TBg2vUd
[Accessed 11 Mar. 2019].
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