|07 July 2012|
Community Manager, Product Evangalist
Character rigging tutorial in modo 601 available
I created a full character rigging tutorial for cmiVFX using modo 601.
Here's a run down of what the tutorial covers. The videos total 4 hours of training and cover the complete rig of a biped character. Here's an image of the character covered in the series.
Check it out and I hope you find it useful. Everything is covered step by step. The focus of the tutorial is for those who want to learn a method for rigging characters in modo 601.
The Rigging Pose
In this chapter, we will take a look at posing the character using modo’s Flex Tool in order to streamline the rigging process. I will also show a technique for fixing symmetry issues and transferring UVs from one mesh to another.
Creating The Leg Joints
In this video, we begin building our character’s skeleton by starting with the legs. We will discuss building joints using symmetry as well as joint orientation and alignment using the Work Plane.
Creating The Leg Controllers
This video discusses adding IK to the legs and creating a control for pointing the knee. We will talk about directional constraints and applying an Up Vector.
Completing The Leg With Foot Controls
We will complete the legs by adding foot controls that mimic a traditional “reverse-foot” setup. We will add controls for foot roll as well as raising the heel and pivoting on the ball of the foot.
Creating A Foot Assembly
In this video, we will create an assembly from our foot controls in order to quickly mirror the controls to the other leg.
Adding The Center Line Joints
In this video, we will create the center line joints such as the hip, spine, chest and head. We will discuss proper joint placement as well as orientation.
Creating Center Line Controls
In this video we will create controls for the hip, chest and head. I will showcase my method for creating hip sway and adding curvature to the spine without using IK.
Adding Spine Twist
Here we will finish up the spine rig by adding a twisting effect. We will use the Schematic View to hook up the controls and modulate the effect using a math modifier.
Creating The Arm Joints
In this video, we will create the joints for the arms, hands and fingers. We will cover joint orientation and will use the Mirror Tool to duplicate and flip the arm joints to the other side of the body. We will create an arm assembly and I will show a method for quickly renaming the joints.
Adding Controls To The Arm
In this video we will add IK to the arms and finish up the rig for the body. We will add controls for the elbow and shoulder as well as create controls for an IK/FK switch using User Channels.
Binding The Character To The Skeleton
Now that the body has been rigged, we will bind the mesh to the skeleton. We will discuss the Heat bind type and modo’s deformer system. We will also cover refining the weighting for our character.
Binding The Vest
Building on the previous video, we will add the vest item to the body. We will cover binding the vest to the core joints of the midsection. We will then discuss using modo’s deformers to add secondary controls to the vest for animation as well as fixing mesh penetration issues with the body geometry.
In this video, we will conclude the tutorial by creating a controller for the eye. We will discuss adding a Radial Falloff deformer to support secondary deformations around the eye socket. We will then cover facial controls using the morph deformer and how to drive morphs using User Channels.
|07 July 2012|
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