I'm working on the arm's stretchy ik right now.
I need to take down these notes before I forget.
Apparently I wasted some time trying to remember what I've done for the mitsuki rig a couple of weeks ago.
This is what happens when I don't touch rigging for a long while.
Note to self:
Create two locators and point constraint the start locator to the shoulder joint and the end locator to the arm ik.
DO NOT freeze transformations on the locators.
[l_arm_distance_start and
l_shoulder_ik joint together] [l_arm_distance_end and
l_arm_ik handle together]
The point constraint exclamation mark thingy will appear. Make sure I'll get that.
Need more proof to see if it's what I want?
Take a look at the channel box. Maya has attached the weight thingy which kinda represents both the locator and the joint/ ikhandle being constrained together.
From here onward, I can start creating the distance between measurement for both locators.
5.12pm update:
The screenshot above states a wrong constraint.
Not supposed to be l_wrist joint, l_arm_ik instead.
Also remember to use the measurement tool for both locators to calculate the distance between them. The "arm maximum stretched" value will then be used to divide the "non-stretched" value in order to calculate how the arm should stretch.
The distance thingy can be deleted after use. No wonder I was confused when I kept referring to the mitsuki rig. Keep in mind bryan.
5.57pm update:
When connecting the outputX to the scaleX of the joints at the last part of this whole process. Remember to include fk and real joints in this procedure, not just ik.
One more note, when using hypergraph connections:
To graph out and view the items I've selected.
While items are highlighted, go to the hypergraph and look for the button which
looks like a C but it's made up of 3 nodes.
Shown here, where the mouse is pointing.
Damn I just realized printing screen doesn't visualize the mouse. Oh well it's right under the
Help button.
6.10pm update:
One last thing to keep in mind when setting up joints.
It's okay to translate joints. In many different rigging classes lecturers carry out different methods of creating joints. For me, I usually create the joints in one dimension (either front or top view)[yx or zx]. I'll then translate and adjust the joints in the other dimension, whichever view I didn't create the joints in.
7:39pm
For the last part, when setting up the spline ik system. While grouping the shoulder and hip controllers to themselves, what I'd do is go to pivot mode (press insert key) and snap the pivot to the respective neck and cog fk joints.
7:46pm
Whenever people mention parent constraint A to B. It means I must select B then A and then click parent constraint.
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11:23pm
Rigging almost complete.
Left with hair controls and joint setup.