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View Full Version : Hand rigging in maya???


prakashriggerMAAC
01-03-2010, 03:10 PM
Guys can i know how to rig the hand in maya!!....well i am using the ik's for the finger.....but how can ik/fk blend for those fingers??....what the basic procedures actually used for rigging the fingures in maya??........

giordi
01-03-2010, 06:00 PM
i never use the IK handle for rig the hands , or better the finghers i use the ik handles for create the reverse foot in the hands , well now for bend two chain you can use a blender node betwen the two bones for example between pinkieBaseFk and pinkieBaseIk but it's up to you , i saw an awesome tutorial about the hand it s called animator friendly rigging


you can find it there ,


http://store.autodesk.com/DRHM/servlet/ControllerServlet?Action=DisplayProductSearchResultsPage&SiteID=adsk&Locale=en_US&CallingPageID=ProductDetailsPage&Env=BASE&keywords=animator+friendly+rigging&&resid=S0DoWQoBAiMAAC0uwtMAAAAd&rests=1262544984237


however post me the shot i will help you

prakashriggerMAAC
01-04-2010, 06:13 AM
thnkx man!!..but basically how u rig the hand?....well using the ikhandle or spline ik.......i used the ik handle for fingers...but the blendshape there is problems....if i use the splineik there is no rotation(cluster used)...so there is any tutorial for rigging the fingers......

Darksuit
01-05-2010, 02:34 PM
you may also want to ask in the maya Character setup.


However in a more general rigging setup regardless of application, I usually start with talking with my animators to see how they want to animate the hand. The usual way that my animators have prefered to animate is to you a control selection for for the fingers then using a Set-driven key or, connection attribute, wire, or anyother method to control a single rotation in a given joint.

In Example You might have a curve shape that represents the hand and fingers, when the animator clicks on the finger or hand the animator would get a dialog box (channel box with custom Attributes) on the side that have the rotations for Index Finger 1st joint and 2nd Joint. The first Joint might have 2 rotations but that would be the only one. This Setup would work regardless of the application that you were using. I can put up a maya example later if you like.

thebrianproject
01-05-2010, 05:17 PM
I would only have an ik setup on the fingers if it was specifically asked for from the animators, or if there was a scene that required it. Like if someone's fingers were caught in something and they needed to be stretched.

giordi
01-05-2010, 11:48 PM
ok whel so start to create the joint chain and rename it after that duplicate twice

, rename it FK and one IK for example pinkieFK 1 pinkieFK 2 etc
this two chain will drive the final chain

after that you can create a blend node for allow the animator to chose which controll use (FK or IK)
well know connect the blend node to the final chain (you have to do that both translation and rotation)

i prefer more the way that i just tell you because i think is more
"clean " than just swith of the IKhandle

where now you can start to create a controll for ik and Fk the hand is quite easy like rig
there are also a couple of future to add

prakashriggerMAAC
01-06-2010, 08:33 AM
thnx's for the answer giordi.........but why the blendshape is not working on directly rigged finger setup....why can't we take the poses from the hand rig setup??...........

giordi
01-06-2010, 12:36 PM
blendshape? o.0 i didn't talk about it XD

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