You are on page 1of 10

Addition to Human Rig Part

1: Feet & Legs.


- Adding in the Foot Roll and Spine.

Opened up the set driven key


Control. under key menu in the animation
workspace. This opened up the
set driven key window. Here there
are two channels one being the
Groups. driver and the other being the
control. Groups get loaded into
the driven and the main controls
loaded into to the driver (see
below).
Select foot roll in driver and then rotate in driven
for both controls. In then main Maya window rotate
the main foot roll to 30 and then select the
corresponding side that rotation applies to and set
to the same integer and click ‘key’. Repeat for roll to
opposite side but with a value of -30 and then click
‘key’ again.

Repeat for opposite foot control.


Foot rotates in and out together, alternatively the feet can rotate in the same directions if the values are reversed.
Tidying up the joint restrictions through editing their attributes in the command panel. Repeat on other leg,
Values seen below.
Creating a Basic Human Rig Part 2: Spine &
Chest.
• Place legs on new layer and set layer to R (reference) so
controls can’t be messed with while spine is being
implemented.
• Then added in the spine joints using X to snap to the
grip and then looked at changing their names and value
in the command panel.
• Then created a nurbs circle and snapped using V to the pelvis then move it back and rotated
it to line up vertically with the spine.
• Then duplicate the circle 3 more times and then snapped each pivot point to the spine
corresponding joints. Make sure to delete history and freeze transformations when done.
• I then went through and renamed each circle to link up with the joint of the spine.
• From there I then point and orient
each nurbs circle making to sure to
use the maintain offset in the
options window.
• Then then found the joints to be
turning below the top circle but
spine is not. So i selected the control
and selected the 2nd control below
and parented then together. I then
repeated with next joint keeping the
top two selected and parented again.
Then repeated and third time on the
last control with top 3 controls
selected and parent.
• Spine is now in working condition.
Then create another nurbs circle and
added in more vertices to then be able
to create a cog to so I could then join
the spine to the legs, snapping the
pivot point to the pelvis.

Make sure to delete history and freeze


transformations when done.
Parented spine to leg by selecting dummy control then the pelvis and then cog.

Shrink bottom nurbs circle and slot into pelvis joint so that it is out of the way.
Finally come in and remove any
channels that aren’t need by
selecting them in the command
and then right clicking and going to
make non-keyable (so cant be
keyed in timeline) and then again
with lock and hide to remove
channels from command box. This
then reduces the amount of curves
in the graph editor as well when it
comes to animating.

You might also like