This
is a guide to build a basic bipedal skeleton for your 3D models. I will cover
how to setup your character before you rig, how to build the skeleton of your
character, how to create handles to move your character, and how to paint your
skin weights on your character.
Pre-rig
To
start, we will switch our model to wireframe only. To do this, look to
the top of your view window and select the see-thru 3D box.
Next
we will setup clusters. Clusters will not be part of the main rig, but will act
as a guide for where we place our joints.
To
begin, turn your model into vertices and find the hip of your character. Select
two vertices, one in front of the model and one in back of the model and
relatively in the same height. Next, make sure your files tabs are set to
“Animation” and go Create Deformers > Cluster. This should create a “C” in
the middle of your model. Repeat this process for the spine, the left arm, and
the left leg. The spine should have about six clusters. The arm should have a
cluster for the shoulder, the elbow, the wrist, the palm, and three clusters
for each finger. The leg should have a cluster at the hip, the knee, the ankle,
the base, and the toe. You should have something that resembles a stick figure.
Joints
The
pre-rig work is done and now we can focus on creating the actual skeleton. To
start, add your model to a layer and turn that layer off . Go to
Skeleton > Joint Tool, hold down “v” (snaps your joints to vertices aka the
clusters you made), and slowly click on each cluster on your spine. Hit “Enter”
and your spine his created. Repeat this process for your arm clusters and leg
clusters.
Now
that half of your skeleton is created, select the arm joint chain and Skeleton
> Mirror Joint (Options Box if necessary). Repeat that process for the leg
joint chain. Now we have a full skeleton and need to combine the arms and legs
to the spine. To do this, go to Window > Outliner and middle mouse drag the
leg joint chains onto the hip joint and arm joint chains onto the middle spine
joint.
Now
that we have a full skeleton, we can get rid of the clusters. Go to Edit >
Delete All by Type > History.
Handles/Constraints
With a full
skeleton, we need a way to control the skeleton. We achieve this through
handles, which we create with Nurbs Circle. Go to Create > NURBS Primitives
> Circle or click on the Curves tab and select the circle.
Create a circle big enough to fit outside
your model so you can select it later on. Now hold down “v” and move the
circle until it is in the center of the hip joint. Repeat this process for all
the joints in the upper half of your
model (we will worry about the legs in the next part). Now select all your handles and go to Modify
> Freeze Transformations. This sets all handle values to zero, making it
easier to reset all controls while animating.
Now that we have created the handles, we need to constrain
the joints to the handles. There are five basic constraints:
·
Point
·
Aim
·
Orient
·
Scale
·
Parent
There are only two contraints we care about: Orient and
Parent.
Let’s
begin with the hip handle. First select the handle and then shift/command
select the hip joint. Next go to Constrain > Parent > Options Box. Make
sure maintain offset and click “Add.” A
Parent Constraint allows you to translate and rotate your skeleton. Repeat the
same process for the rest of your handles but go to Constrain > Orient >
Options Box this time. An Orient Constraint allows you to only rotate your
skeleton, making it ideal for the spine and arms. You should now be able to
move your handles and your skeleton will move.
Now
that the upper body is complete, we will build handles for the lower half. We
will only need two handles, one for each foot. We will now use an IK Handle to
move the legs. IK Handles allows you to move a joint chain from the bottom of
the chain to the top. Go to Skeleton
> IK Handle. Select the top joint of the leg (secondary hip joint) and now
select the ankle joint of the same leg. Your skeleton should now be an orange
color and have a line running through the chain.
We
now constrain the leg to the handles. We repeat the same process from the upper
body, but instead of selecting the joint we will select the IK Handle. We will
also use a Parent Constraint to constrain the joints to the handles.
We
now have a fully operational rig.
Weight Painting
Now
that we have a fully functional rig, we need to attach it to the model. Before
we do, let’s do some organizing. Select your entire skeleton, and add it to a
new layer. Do the same for your handles. This will allow you to turn them off
if you want.
We
now select the skeleton and then select the mesh, Go to Skin > Bind Skin
> Smooth Bind > Options Box. Inside this options box are a variety of
features, we are only concerned with two: Skinning Method and Max Influences
(Fig. 9).
When
it comes to Skinning Method, I usually use Dual Quaterrion. It gives the model
a nice flex when you rotate it to a certain point. You could also use Classic
Linear, but it does not add that flex.
When
it comes to Max Influences, we really only want our vertices to be controlled
by three joints, so I set the influences down to three.
We
can now click “Bind Skin.” Test out your character and see how he moves.
When
you moved your character, the mesh deformed in areas you did not want it to
move. Luckily this can be fixed by a process called Weight Painting. There is
two ways of painting skin weights, but I will only be discussing one: Paint
Skin Weights Tool.
Paint
Skin Weights Tool allows use to paint the influences on our model. To access
this, right-click your model and select “Paint Skin Weights Tool.” Your model
will now turn almost entirely black except for some white and grey coloring
around the hip.
The white area
is the area influenced by the main hip joint. So if you rotate your hip control
that is the area that will deform. We can switch between the joints, as well as
set the value of influence (0 to 1, 0 being nothing and black, 1 being influenced
and white) in the tool settings that appears when you select “Paint Skin
Weights Tool."
With
this tool, we can weight the skin on our model to move properly with the
skeleton.
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