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A review of all of the creature rig controls, built and positioned so that they are ready to be rigged.
Type:
Tutorial
Length:
2 min.
Transcript
00:04
So here is the creature with the controls, you should be aiming for,
00:08
I've built them and positioned them so they are ready to be rigged.
00:12
The first control we have is a root control.
00:15
This will move the whole character so you can reposition him in the scene.
00:20
The scene direction control is more of a
00:22
static icon which shows the forward direction.
00:26
The root control allows you to move the route joint if needed.
00:31
There are a series of torso controls.
00:34
These are mostly created by adjusting a nerve circle.
00:38
I have left the values on some of these controls at this stage
00:41
because we may need them later. As we start to build the systems,
00:47
we have a global eye control so we can make the creature look around
00:51
and individual eye controls too.
00:54
I did also include eyelid controls, but we will see if we will use them in this rig.
00:59
I'm not sure the topology will hold up to the eyes closing,
01:03
but we will come back and look at those later.
01:06
Here are the left arm controls.
01:10
The FK controls are set up just as I
01:12
showed you previously using the offset parent matrix.
01:16
Attributes instead of offset groups,
01:20
the same with the fingers because these are just basic FK controls too
01:25
and all the controls are orientated to match each joint.
01:30
And here we have the leg controls which are pretty much the same as the arm.
01:35
We have the same FK set up on the leg
01:39
and a similar set up on the toes as we have on the fingers.
01:44
We also have these global controls here for the arm and the leg.
01:48
The letters will change depending on whether you are animating, using IK or FK.
01:54
So these won't all be visible at the same time,
01:57
but we will come to those later in the course.
01:60
The same with the main controls.
02:01
The FK controls won't be seen when the animator is using IK and vice versa.
02:08
So that's the controls covered
02:10
and we have them all built and ready to go.
02:13
We do have some more preparation work though,
02:15
before we start building the systems which will drive the base skeleton.
Video transcript
00:04
So here is the creature with the controls, you should be aiming for,
00:08
I've built them and positioned them so they are ready to be rigged.
00:12
The first control we have is a root control.
00:15
This will move the whole character so you can reposition him in the scene.
00:20
The scene direction control is more of a
00:22
static icon which shows the forward direction.
00:26
The root control allows you to move the route joint if needed.
00:31
There are a series of torso controls.
00:34
These are mostly created by adjusting a nerve circle.
00:38
I have left the values on some of these controls at this stage
00:41
because we may need them later. As we start to build the systems,
00:47
we have a global eye control so we can make the creature look around
00:51
and individual eye controls too.
00:54
I did also include eyelid controls, but we will see if we will use them in this rig.
00:59
I'm not sure the topology will hold up to the eyes closing,
01:03
but we will come back and look at those later.
01:06
Here are the left arm controls.
01:10
The FK controls are set up just as I
01:12
showed you previously using the offset parent matrix.
01:16
Attributes instead of offset groups,
01:20
the same with the fingers because these are just basic FK controls too
01:25
and all the controls are orientated to match each joint.
01:30
And here we have the leg controls which are pretty much the same as the arm.
01:35
We have the same FK set up on the leg
01:39
and a similar set up on the toes as we have on the fingers.
01:44
We also have these global controls here for the arm and the leg.
01:48
The letters will change depending on whether you are animating, using IK or FK.
01:54
So these won't all be visible at the same time,
01:57
but we will come to those later in the course.
01:60
The same with the main controls.
02:01
The FK controls won't be seen when the animator is using IK and vice versa.
02:08
So that's the controls covered
02:10
and we have them all built and ready to go.
02:13
We do have some more preparation work though,
02:15
before we start building the systems which will drive the base skeleton.
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