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After controls have been added to the whole model, how to organize the scene properly to make it easier for the character rigger and animator to work with.
Type:
Tutorial
Length:
3 min.
Transcript
00:03
We now have the main controls we need.
00:06
And as you can see, I also added the ones to the right side too.
00:11
This was just the same as how we added them to the left.
00:14
Just make sure you maintain the same orientations as the joints.
00:19
I also decided to update the foot icon two
00:22
just so it more closely matches the creature's foot.
00:26
OK.
00:27
So we have the controls now.
00:29
So we are a step closer to being able to build the systems which will drive the joints.
00:35
Before we do that, we're going to make sure the scene is organized correctly,
00:40
open the outliner
00:44
and press control and g to create an empty group.
00:49
This will be the main group for our creature. So call it creature underscore rig
00:55
underscore group.
00:57
You can call it anything you like really, but make sure it ties into this character.
01:02
The animator may end up with multiple characters in the scene.
01:06
So it's good to keep things named correctly
01:09
here. We have the controls,
01:11
let's just rename the group they are already in.
01:14
So it doesn't have a capital letter
01:17
again, this is just a personal preference
01:20
and move that under the creature rig group.
01:23
Now let's organize the controls.
01:27
Let's take all these groups and parent them to the root control.
01:32
Now, if we move the root control, everything follows
01:38
apart from the skeleton natty,
01:41
but eventually the controls will move the joints
01:45
next, create another group and call this. Do not touch.
01:50
We need to put it in capital.
01:52
So it's obvious that the animator shouldn't go anywhere near this.
01:56
If they do,
01:57
they will end up breaking the rig.
01:59
Move this into the creature rig group. Two,
02:03
create four more groups
02:07
call the first rig systems,
02:10
the second
02:11
skeleton, the
02:12
third
02:13
geometry
02:14
and the fourth visual aids
02:17
move these to the do not touch group.
02:21
So they are now part of the hierarchy.
02:25
Now move the root joint. So it sits under the skeleton group
02:30
and all the models to the geometry group,
02:33
we can delete this now.
02:35
So there we have the main hierarchy.
02:38
We currently don't have anything to put into visual aids or rig systems.
02:44
If you wanted, you could also add a blend shapes group.
02:47
So you can keep those in the same scene.
02:51
So now we have a single group with everything tucked away inside.
Video transcript
00:03
We now have the main controls we need.
00:06
And as you can see, I also added the ones to the right side too.
00:11
This was just the same as how we added them to the left.
00:14
Just make sure you maintain the same orientations as the joints.
00:19
I also decided to update the foot icon two
00:22
just so it more closely matches the creature's foot.
00:26
OK.
00:27
So we have the controls now.
00:29
So we are a step closer to being able to build the systems which will drive the joints.
00:35
Before we do that, we're going to make sure the scene is organized correctly,
00:40
open the outliner
00:44
and press control and g to create an empty group.
00:49
This will be the main group for our creature. So call it creature underscore rig
00:55
underscore group.
00:57
You can call it anything you like really, but make sure it ties into this character.
01:02
The animator may end up with multiple characters in the scene.
01:06
So it's good to keep things named correctly
01:09
here. We have the controls,
01:11
let's just rename the group they are already in.
01:14
So it doesn't have a capital letter
01:17
again, this is just a personal preference
01:20
and move that under the creature rig group.
01:23
Now let's organize the controls.
01:27
Let's take all these groups and parent them to the root control.
01:32
Now, if we move the root control, everything follows
01:38
apart from the skeleton natty,
01:41
but eventually the controls will move the joints
01:45
next, create another group and call this. Do not touch.
01:50
We need to put it in capital.
01:52
So it's obvious that the animator shouldn't go anywhere near this.
01:56
If they do,
01:57
they will end up breaking the rig.
01:59
Move this into the creature rig group. Two,
02:03
create four more groups
02:07
call the first rig systems,
02:10
the second
02:11
skeleton, the
02:12
third
02:13
geometry
02:14
and the fourth visual aids
02:17
move these to the do not touch group.
02:21
So they are now part of the hierarchy.
02:25
Now move the root joint. So it sits under the skeleton group
02:30
and all the models to the geometry group,
02:33
we can delete this now.
02:35
So there we have the main hierarchy.
02:38
We currently don't have anything to put into visual aids or rig systems.
02:44
If you wanted, you could also add a blend shapes group.
02:47
So you can keep those in the same scene.
02:51
So now we have a single group with everything tucked away inside.
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