Maya Rigging Part 1 [The hips and legs]
In this lesson we started to cover how to create a very simple bipedal character rig. First you need to select the Rigging menu or the Rigging shelf, this should look like the image seen below.
In Maya, You can make both realistic an stylized rigs, of which are mostly made using orthographic views as it is a very precise process. To begin, reset the grid back to basic settings: Display- grid- options- edit- reset settings- apply- close. Rigs are made up of joints and bones. Enter your side view and then select the Joint tool which can be found in the skeleton menu or on the rigging shelf, then press the reset joint tool to clear any changes that might have been made to these settings. You can change the way the joint is displayed, but this isn't something we will need to do right now.
Then, come one unit from the ground and aligned to the hip column, this will be the ankle.
After, go one left and place the foot, then two left for the toe.
Once this is completed make sure to rename joints using the specific naming system. L for left and JNT for joint. As these work in a hierarchy if you select the hip, it will select anything below it, as goes for the knee and so on. You can rotate these joints to pose your character which is a good technique of rigging for posing, but not for animation as it is tedious. Below is what the naming hierarchy should look like:
Here is the leg rig in perspective view. As this is the left leg we actually need to move it right by two grid points. We always think from the Character's POV.
We now need to create the pelvis in the front view. Go back into joint tool. As we have moved it it hasn't connected to the hip, we will need to connect the pelvis to the hip. Make sure to rename this joint now. C is for Center.
Creating a parent - child relationship manually
Remember to select HIP FIRST, THEN PELVIS before pressing Q to enter select option. From here you can either manually go under the edit tab and select Parent Menu, or simply press P. Then click parent to create an arrow connecting from parent to child.
We now need to make the right leg. There is a mirror joint menu, it not only mirrors your current joint hierarchy but also renames it. To use it, Select the hip joint, go to Skeleton menu, Mirror joints, options and then Mirror across. You will need to choose which axis to flip, to flip across the X axis- pick option without X in it. In this case, this would be YZ. Then under, Replacement names, replace L_ with R_, then click mirror.Placing in controls
Now when you lift the ankle, it will lift the knee too. On a more complicated system, you will use both IK and FK systems, for now we are just using an IK system. We will be making a Hybrid rig. This means we will me using IKs on the legs and FKs on the arms. From here, change rotation plane solver to Single chain solver and turn off sticky. Move from the ankle foot ball joint, then one from foot ball joint to toes. You can now do the same for the right leg, you can mirror your IKs to save time.
Ctrl-g a new group on top of ankle tap, this will be renamed to L_Pirouette_LR_GRP. Just to make things easier if you make a mistake, you can use the middle mouse button and drag to rearrange your hierarchy groups. With this group, make sure to move pivot to top of toe joint. Following on, ctrl-g new group on top of L_Pirouette_LR_GRP and move pivot to top of toe joint. This will be renamed to L_Pirouette_UD_GRP. move pivot to top of toe joint. ctrl-g new group on top of L_Pirouette_UD_GRP, this will be renamed to L_FootRoll_L_GRP. move pivot to center of foot, then move it to the right one unit to match screenshot below. [outside of foot]
ctrl-g a new group on top of L_FootRoll_L_GRP, this will be renamed to L_FootRoll_R_GRP
move pivot to center of foot, then move it to the left one unit. [This will be on the inside of the foot]
In the end, The hierarchy should look like this.
We will have to make a driven key for the foot roll to work.
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