Animation Basic Basic Rigging 2
Hello
Basic 3D animation
I'm Park Sooyoung, in charge of this lecture
In this lecture, what we worked on last time
in order to move the structure
We will learn how to install the controller
For the controller, IK and FK
These are the two ways
The IK is a method that controls the ankle or wrist of a character
by holding it directly
The FK controls the rotation value by each joint
It is how its moved
For an easy explanation, IK is like marionette
A doll moved by ropes
FK is like a ball-jointed doll
You can think of it this way
Instead of long explanations, we will try it ourselves
It would be most efficient to understand
Shall we execute maya?
The IK and FK for the initiation of rigging
I will start the rigging
First, when moving the arms and legs
There are two methods
IK and FK
IK is Inverse Kinematic
FK is Forward Kinematic
First, I will simply go over the
concept of IK and FK
Skeleton, which means when embedding the bone
There is a hierarchical structure
So like an arrow
The bone is stretching out
If you see over here, there is a bone below a bone
There is also a bone below it
Like so, making sure it moves along the hierarchical structure
attaching a controller is called FK
From the very top, the first one
It will start to move from there
So top and bottom
It is made to move this way
As if playing with a doll
Starting from the top and then the bottom
This is how FK is executed
For FK, usually the rotation movement
is used to stabilize the movement
Even now, if you look at the channel box on the side
mostly through rotate exercise
It is being executed
Whereas for the IK, the lowest part of the hierarchical structure
If this is considered the leg
You can say that it starts moving from the ankle
If we take a look at it, when we move our feet
when we move our legs
Don't we bend over the knees while lifting the feet?
So when expressing the legs
We often tend to use IK
On the other hand, when moving the arms
FK is often used
But the arms and legs aren't necessarily
set for the FK and IK
From time to time, the arms
are used for IK movement as well
And legs are used for FK movement
So normally, IK and FK
can be switched together
in order to proceed the rigging
First for the basics, IK for the legs
FK for the arms, waist, and neck
I will continue with the rigging
I will open up the bear again
First, before rigging the bear
Open up Windiws and Outliner
It always helps to open it up
Outliner, as you can see Root
Before, the hip bone is set as root
Beneath it, the Spine, Leg and Tail
And if you look inside the spine
You can see the neck, head, arm, left and right
First, we will proceed with the legs
So in order for the leg bones to be clear
Please open it up
When unfolding this hierarchical structure
Press Shift, open and close it
You can open it at once
Please do it like so
First, Skeleton
Open up IK Handle Option box
Check that the Current solver
is the Rotate Plan Solver
And then proceed
Select the Leg1 Left bone on the top
Select the part where it seems like the ankle
Now we have selected Leg1 and Foot
If we do that, over here
You can see that IK Handle1 has been created, right?
And this is the IK Handle
If we move it, the legs
You can see that it bends and stretches
Go through the same process with the other side
Skeleton, IK Handle
Before, at the option box
we checked that it is the Rotate Plan Solver
I will click on it right away to proceed
One from the top and the middle, skip the knees
If you select the bone at the joint of the ankle
IK Handle pops up again
We should move like this, right?
First, when rigging
During every process, the naming should be organized right away
so that it doesn't get confusing
So the IK Handle that has been created at first
I will name it as LegLeftIK
I will put an underbar in front of IK
In maya, out of the special characters
you are only allowed to use the underbar
So when naming
An asterik or a pound sign is not allowed
You are only allowed to use the underbar
Right for the right leg
Left for the left leg
Ctrl+G on the IKs and group them
IKGrp
Let's do the naming
In case of IK Handle, if you look at the channel box
The numeric values are inserted as a default
But these numeric values cannot be initialized
If we insert 0 for the numeric values
It moves to the center of the grid
So, memorizing these values each time
while working is not possible
A controller will be attached to the IK Handle
I will attach one for each
The controller
Create, NURBS, Circle
I will use this Circle
Ctrl+G on the Circle
then overlay a group
And we will do naming first, on this Circle
It is called FootIKCtrl
I'm sorry, once again on the front
FootLeftIKCtrl
And for the group on top
erase the Ctrl
and I will insert Grp for group
In this condition, V for the controller
V is called a vertex snap
or a point snap
While pressing on V
The wheel key in the middle of the mouse
should be moved to the joint bone location
And then press on the wheel key
As you can see, the location is set
In that state, the controller
Instead of this group, grab the controller
and I will increase the size of it
So if I move this controller
for the IK handle to be able to move along with it
I will operate it that way
But before that, the controller
is deep inside the foot, so it can't be seen clearly
In this case, click on the right
and press on Contral Vertex
While making key number 4 transparent
I will try to mend the shape
so that the controller can be easily grasped
It is important to mend the shape
I think this would be enough
I will press on Ctrl+D to copy
Duplicate
After it had been duplicated
The number 1 is added to what is already named
Now I will change the naming
Right
In this condition, same for the other side
While pressing on the key V
be ready to press on the key in the middle of the mouse
Make sure to bring the mouse cursor close to the framework
Make sure to set it this way
Hold the group
In the group's channel box
the values are inserted
In this controller
the values cannot be inserted
Since we increased the scale
we could insert the values
While clicking on the right button, in the channel box
It is eliminated by pressing on Freeze and Scale
But since I have made a few changes
you could see the history in this input
Please eliminate the history as well
If you press the controller in this condition
There is nothing in the channel box
The channel box is a complete 0
The scale should be set to 1
Move the leg over to a certain location
It would be easier to do the initialization
In this condition
Constrain
We will try to do the parent constrain
I have mentioned the parent previously
A parent is something like this
There is a group and there is a controller beneath it
This structure is the parent structre
or also known as hierarchical structure
If I do this, it is unparent
If I insert this then it is parent
But parent constrain is
a function for subordinating
So first, get FootLeftIKCtrl
Select LegLeftIK
and in the state where it is set as menu set rigging
From the menu bar, Constrain
Open up the Parent option box
It needs to be in the condition where Maintain offset is on
Press Apply like so
this LeftIK Handle
If you look at the channel box
Something blue is there
Translate and Rotate
It means they are subordinated in this controller
So if you move this controller using the move tool
You can see that it moves along with the IK handle
Same for the left
Select FootRightIKCtrl
Select LegRightIK as well
First, select and while you're pressing on Ctrl
You can choose the LegIK handle
And then Apply again
It will move like this again
It will move like so
It will move in any way it desires
If you press 0 in the channel box
You can see that it has been re-set
In this condition, it is able to lift its leg up
I am trying to covert this to a rotate tool
But the foot is staying still
When rotating, this foot joint
It would be better if it moved along
So this time
I will do the Orient Constrain
The orient constrain is
from the parent constrain previously
Exclude Translate
and it only constrains the rotation
Select FootLeftIKCtrl
And then I will choose this bone at the bottom
That bone is the FootLeft bone
Constrain Orient
Open up the option box again
Maintain offset
Make sure that it is checked, and Apply
If you see this joint over here
it is subordinated
Now the rotate gets it
So it can lift the legs up
and then bend down like so
This bone is enough to
show some sort of movement
But if it was more simple like this
Wouldn't it be better if a controller was attached?
From now on, the bone gets complicated more and more
So this controller will always play an important role
I will try with the other side
Select FootRightIKCtrl
and then select FootRight bone
I use both bone and joint skeleton
They mean the same thing
Select joint and Constrain
Orient, Maintain offset
Turned on and Apply
We can see the legs are completed to a certain level
There is one more thing to add
We have accomplished lifting the leg up
But the knees are straight, right?
I wish that the knees could move left and right
So this part of the knee
We will create a controller that will take charge of it
It is called pole vector
First, from Create
I will take out one Locator
This Locator checks the location
It is an object that is used often for that purpose
When rendering
if this locator is turned on
There is no impact
and it does not show up on the screen
Same for this curve
Along with this joint
Anyways, this locator
press Ctrl+G
and overlay the group again
First, in this locator
legLeft
It is called pole vector so
I will type in PV
I will write the same thing for this group
I will insert Grp on the top
Press the V key in this situation
Send the joint to this part of the knee
Put the mouse on it
It you click the wheel key, you can see it attaching
Press Ctrl+D and copy one
It would be nice to make one for both sides of the V wheel
I will change the name Left to Right
In this condition
This pole vector locator is just
don't grab it but grab the group on top
I will pull it to the front
About 5 to the Z-axis
It would be nice to move about that much
Select the pole vector first
We have typed in IKGrp previously
Select pole vector
after selecting LegLeftIK
Press on constrain pole vector
A line has appeared over here
I will do the same for the opposite side
Constrain pole vector
and then while the leg is lifted up
I will try to move the pole vector left and right
You can see that the knee is rotating, right?
IK setting needs these two
The controller of IK Handle and
these two pole vector are what control the legs
What we have done until now
might seem a little complicated
But it actually isn't
First, everything
needs to be put inside the bearGrp
And from the bearGrp, these modeling datas
should be selected first, and press Ctrl+G
in order to overlay a group
We often call modeling data like this
Geometry or
Modeling or
It can be called in various ways
I tend to call it geometry
I will name it as geoGrp
Inside a huge group called general bear
In this huge folder
it needs to be seperated into different characteristics
These modeling datas are geoGrp
Pole vector and these controllers
the foot controller should press on Ctrl+G
We call the controller as Ctrl for short
We often call it that way
According to foreign tutorials
they also tend to call it as Ctrl
It would be more convenient to match it
CrtlGrp
Leave the IK out
This joint that I have seen
It is called root but, we will make one
and name it BoneGrp
Like this, organize it as you move along
It is a better way of working
For modeling or animating
It would be okay to be less organized but
For rigging, if it isn't organized
you could be in big trouble when working
Of course, for modeling and animation as well
It would be better if you organize it as you move along
First, the leg controller
We have finished it
through IK
And then now
We will create the arm
I have mentioned previously that FK is used to make the arm
Actually, FK and the joint movement
is not very far from each other
But instead of
directly working with the keys on to the joint
It would be better to use the controller
Later, the change of IK and FK
which is a detail rigging setting
can be inserted over here
For now
We will overlay the controller
Like we did with the foot
Open up Create, NURBS, Circle
Press on Ctrl+G and overlay the group
In this condition
Previously, we used the V key
to move it along
But you can move this object into the direct position with this bone
There is a tool for it
First, these object's
name should be modified
ArmLetCtrlGrp
I will set it like so
In this condition, set this group first
After setting this bone
Modify
Match Transformations
Press on Match All Transforms
The object that was just here
will be attached like so
It is not like actually attaching something
It is more like setting it in the same location
In this state, the ArmLeftCtrl
should be rotated in 90 degrees to be set
Click on the right and Freeze, All
If we move this
I will make sure the arm moves this way
I cannot see it clearly
So for this
I will expand the size a bit
Even though, the size has gotten bigger
I still cannot see it with my eyes
In this situation, use Isolate Select
so that only this object can be seen
Click on the right, Contral Vertex
And then move it down slightly
in order to see it clearly with our own eyes
It would be better if you set it like this
In this condition, ArmLeftCtrl and
the upper joint of the right arm
Select Arm1 Left
Constrain, Orient, Apply
It will move like this
I will work on the other side
Now, press Ctrl+D
and modify the name again
We just need to change the Left to light
And select the group again
Select the joint
Modify, Match Transformations
Match All Transforms
In this condition, select the controller
Select joint and Constrain
But, like we have mentioned once before
Every tool can be found in the view port
by pressing on the space bar
Constrain, over here
Orient Apply
We're good, right?
But now we
What we have missed out during the process
We didn't freeze in the part of the Scale
Click right on the channel box
Freeze, Scale
We will only work on the part of the scale
Over here as well, Freeze and Scale
The history has been accumulated from the process
In this case, Delete by Type and History
Now that we have finished the upper part of this arm
Now for the elbows
I will attach the FK controller
Now, this ArmLeftCtrlGrp
Press Ctrl+D and insert as parent
The shortcut key is child, parent, P
It is not Parent Constrain but
it is Parent
You can put it in through the mouse
Select the one that will be the child
Select the one that will be the parent
If you press P like so
it automatically moves in
I will change the name
It says Arm but
I will simply modify it to Elbow
ElbowleftGrp
Select it as we did before
Select the group
Select the joint
Modify, Match Transformations
But this moved down a little
This controller
Even if it moves to the exact location
you might think that we will be able to see it with our eyes
So at this moment
press the V key
and if you move it upwards, it can be set
V is either vertex snap or
point snap like so
If I move the mouse after pressing on the V key
there are times when it is attached
Please utilize this snap key as often as possible
In this condition, select the controller
Select the joint
Constrian, Orient
You can see that the arm moves, right?
Press on Ctrl+D
Like so, child and parent
And select this group
After selecting the joint
Modify, Match Transformations
We should change the name
Select controller, select joint
The orient constrain has been done
Now, the arms and legs are almost finished
We should move on to the body part
For the body, Constrain of the arm and
the creation of the FK controller of the arm
are almost identical
Before moving on, I will organize it once again
This arm was the controller
So choose these two
Click while pressing on Ctrl
In this condition, lastly
while keep pressing on Ctrl
Ctrl group select key
It has moved in, right?
You could also simply use the mouse
In this condition, create
Generate another Circle
Create a Circle and again group
This Circle is for the hip area
In the area of the bear's hip
I will create a controller
HipCtrl
HipCtrlGrp
Select HipCtrlGrp
Select the root, which is the bone of the hip area
Press on space
Modify, Match Transformations
Match All Transforms
This Circle is a bit small
You cannot see it with your eyes
We need to make it bigger
So that you can see it all at once
And click right, Freeze and Scale
Please erase the history as well
In this condition, select HipCtrlGrp
Select root, the bone of the hip area
Constrain, Parent
Why is this the Parent
when all the others were Orient
This needs Orient as well, but
It needs Translate from top to bottom
However, if I move the hip
Its legs do follow along
But the arms, their controllers do not seem to follow
So first, this
HipCtrlGrp should be put into the controller group
The controller for the arm area
It should be put inside HipDtrl
Then it would move along well, right?
Since it is all subordinated
We do not include the leg separately
If the legs are put into the ihp area
It would be distrubing when sitting down and standing up
In this condition, to bend the waist over
We will create another controller
It is bothersome to repeat the same steps but
Make a curve and overlay the group using Ctrl+G
This is SpineCtrl
And then overlay the group, Grp
Then click on SpineCtrl
Click the joint of the waist
Modify, Match Transformations
Match All Transforms
Then make this bigger as well
so that we can see it clearly
Set the size
Freeze
The history always needs to be erased
And while we are at it
Press Ctrl+D at once
On the neck area
We say neck, but for the entire face
We will create another controller to move it
Set the size
In this case
If the controller is placed on top
It would be better
So with the Isolate function
We will only allow this to be seen
Press on Contral Vertex with the right click
And lift it upwards
About this much
After you have lifted it
This is the head so
HeadCtrl
HeadCtrlGrp
This HeadCtrlGrp has been
put as parent in SpineCtrl
And the scale value
should be all set to default value
Check if the input node history has been accumulated
If it has not
There is no need to erase the history
Right now, from the head
Select controller, select joint
Constrain, Orient, Apply
It is done with joint constrain
There is always this blue bar for the constrain
Last time we worked on it
When we worked on the animation
Remember seeing the red bar?
When something is created in the channel box
There are unique traits for everything
There is a trait for every color
We will learn more about that as we move on
If we do this, the face is moving
with the controller
And SpineCtrl
Select joint and Apply
Then it moves like this again
In this conditino, now for hierarchy
hierarchical structure is important
First, SpineCtrl
It needs to be put as parent in the HipCtrl
And previously the arm controllers
The ArmLeft, ArmRight controller
should be put inside SpineCtrl
Then, like so
The hierarchical structure has been created
Now this part
The tail area
We will add a controller as well
Lastly, I will do an overview
This HipCtrl is moving but
the foot controller is able to move separately
However, you might want to work with it as a whole
You could want to move it at once
So, in order to control every controller
all at once
I will create a root controller
Also create the same circle
Make the circle slightly bigger
About this much
The name of this controller
I will name it as RootCtrl
And insert it to this controller group
Every groups in this controller group
should be inserted here
Then it would be able to move overall
The one on the top is the root controller
Next, it will be HipCtrl and
LegCtrl
Lastly, I will save it once
File, Save Scene As
Before, it was skeleton
but now it will be modified to rig
We have installed the IK of character asset
as well as FK controller
During the process, we looked over Constrain
and pole vector
What we've worked on, skeleton creation
Binding, controller installment and every process of them
It is called rigging
Today, we worked on the most simple way
to proceed the rigging
Starting with this, later on
You will be able to work on rigging process
that includes more complicated and diverse functions
Thank you for your effort during the class
Overview IK and FK to initiate rigging LIK Inverse Kinematics FK Forward Kinematics IK and FK are the methods to move arms and legs
Normally, rigging is proceeded so thta IK and FK can be switched together IK groups through Ctrl+G, one controller each for the IK handle
Create a circle by clicking on Create NURBS Primitives Circle Group through Ctrl+G Shape mending is necessary so that controller can be grabbed easily
Constrain Create leg controller by IK Parent constrain: Function that subordinates the object
Orient constrain: Constraining the rotation excluding Translate from the parent constrain
Select the particular part and joint, Check on Constrain Orient option box Maintain offset and apply it Select on Locator and group by Ctrl+G
Copy by Ctrl+D to create identical ones on both sides If pole vector is moved left and right while lifting the legs, the knees will move along
Create arms, elbow, body, face, tail controller by FK Create circle after clicking on Create NURBS Primitives Cirlce, group by Ctrl + G
Modify Match Transformations Match All Transforms Constrain Orient option box Check on Maintain offset before applying
After selecting group and joint, click on Modify Match Transformations Match All Transforms to set it
After selecting controller and joint, the arms will move after clikcing on Constrain Orient option box