- Create bound shoulder, elbow and wrist joints, attached to the clavicle. Duplicate twice to make FK and IK joints chains. These should also be attach to the bound clavicle.
- FK and IK joints should orient constrain the bound joints.
- Create RP IK on the IK joint chain.
- Make FK and IK controls.
- Make 5 locators
- arm_pv_dummy_loc : Place this where the pv ctrl is and parent constrain it to the FK shoulder joint, maintain offset on.
- wrist_fk_dummy_loc : Parent constrain this to the wrist FK joint, maintain offset off.
- elbow_fk_dummy_loc : Parent constrain this to the elbow FK joint, maintain offset off.
- shoulder_fk_dummy_loc : Parent constrain this to the shoulder FK joint, maintain offset off.
- shoulder_wrist_fk_midpoint_loc : Point constrain this to the shoulder and wrist FK joints, maintain offset off.
This is another fantastic tutorial from Zeth Willie. I take no credit for any of this.
Something I really struggle with is OK-ing topology on a new model. So I'm going to be keeping a list of things to check. Right now it's super short because my memory is terrible. I will add to it as I discover more.
Super small little entry but wow it makes a difference ^^ I've found it particularly useful when you have to add a joint to a hierarchy that's already skinned.
After seeing the below tweet by Riham Toulan, I figured out how to use the nodes she mentioned to make a similar system in my own rigs. This may or may not be how Toulan set it up, but this is how I've done it so far.
This has been taken from a tutorial by Zeth Willie. I can't recommend his tutorials enough, seriously go check them out. He has a wonderful way of explaining things and he really goes in depth into topics.
He explains that this particular way of attaching an object to a curve is a less chunky way than the more well known 'attach to motion path'.
For some reason, Maya makes an addDoubleLinear when you attach an object to a motion path, and it connects it in a way that causes a cyclic dependency. You don't actually need this addDoubleLinear node.
To get rid of it you can shift+MMD the motion path node and the node of the object that's attached to the motion path, this will open up the Connection Editor. On the motion path node side, expand 'allCoordinates' and on the constrained node expand 'translate'. Now connect the 'xCoordinate' from the left to the 'translateX' on the right. Do the same for Y and Z. Now you can delete the addDoubleLinear node.
Make sure to remove unused influences, limit max influences and prune small influences to improve rig performance.
The profiler can locate performance bottlenecks in your scene by recording and demonstrating in a graph the amount of time that each process consumes.
What Is This?
So this is a collection of things I've learned as I progress in rigging and animation. I just like to keep a note of things here so I can find things easily later.
Does this all belong to you?
Some things are things that I've figured out, but there's a great deal of tutorials and knowledge that I've found from perusing the internet. I've tried to give credit where it's due.