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Creating a reference to the model
Preparation
Set Project or New Project - Use Defaults
Change Preferences Settings Time to NTSC [30 fps] and Time Slider to Realtime [30 fps]
SAVE

Making Layers

Import your model.

Make sure your model is in the center of the world (it should be).
Feet must be on the floor

To Make a Layer:
Under the Channel Box - Layer Box (bottom right corner)
Layers - Create Empty Layer

Name the layer - double click it and name it Joints
Give it a color - SAVE
Can hide the layer afterwards so you don't accidently touch it

When you set up your scene you should have different layers for things.

Make a different layer for each of the following:

Joints
Environment
Character_Geometry
Body_Controllers
LeftFoot_Controllers
RightFoot_Controllers

* Make more layers for hands and other important elements later

Select the model and Right click on the new Character_Geometry layer and Add Selected Objects

Change your Character_Geometry layer to Template by clicking the second box till it has a T in it.

Making the Spine Joints


Changing the display size of the joints:
Display menu - Animation - Joint Size

Work in your SIDE view window but check in your FRONT window to make sure things are lined up.

Animation menu set
Skeleton menu - Joint Tool Options
Orientation - none
Second axis world orientation - none

Turn ON - Create IK Handle
Current Solver - IKRP Solver


LEGS

Start at the hips and click 4 times: Hip, top knee, bottom knee, ankle
Hit ENTER

leg

Open the Hypergraph: Windows - Hypergraph: Hierarchy

In the Hypergraph window, hit A to frame all

You can use the Hypergraph to select the ikHandle node then using the Translate (move tool) you can bend the leg.
ALWAYS return it to the default state by hitting z

Name each node: (Right mouse over node - Rename, type name, then hit RETURN when done).

LeftLegRoot
LeftLegKnee
LeftLegLow
LeftLegEnd

Name the ikHandle: LeftLegIK

Switch to the FRONT view

Rotate and translate the ROOT till it sits on the leg properly.

leg2

Select the ROOT and Skeleton menu - Mirror Joint Options
Mirror Across: YZ
Mirror Function: Behavior

Replacement names for duplicate joints
Search for: Left
Replace with: Right

MIRROR

Look in the hypergraph


FOOT

Side View window:

Skeleton menu - Joint Tool Options
Orientation - none
Second axis world orientation - none

Turn OFF - Create IK Handle

DO NOT click on the bottom of the leg to start (start slightly below it)

Three clicks: Ankle, ball of foot, toe

foot

In the front view, move and rotate the root of the foot to be aligned correctly.

foot2

Name the joints:

LeftFootRoot
LeftFootBall
LeftFootEnd

Select the ROOT and Skeleton menu - Mirror Joint Options
Mirror Across: YZ
Mirror Function: Behavior

Replacement names for duplicate joints
Search for: Left
Replace with: Right

MIRROR


HIPS

In the FRONT window, start in the center and click 3 times: center hip, pelvis edge, top of leg:

Create IK Handle = OFF

DO NOT click the joint on the top of the leg on your third click.

hip

Name the nodes:

LeftHipRoot
LeftHipSide
LeftHipEnd

Mirror it and make sure the right hip is named correctly.


BACKBONE

You should NOT connect the spine to the hips so we need to start the first joint AWAY from the hips and draw it to the hip center before releasing.

To make the spine straight: you need to hold the SHIFT key while clickingto make the joints.

Make 4 clicks:

spine

Check in the SIDE and PERSPECTIVE VIEW to make sure the spine and hips are lined up. DO NOT worry about the hips not being lined up with the legs.

Name the joints:

BackRoot
Back2
Back3
BackEnd


CLAVICLE

In Front View:

Joint Tool Options - turn ON the Create IK Handle

Start in the middle of the chest and click to the top of the shoulder.

clavicle

In the Perspective window, adjust it to be positioned like a real clavicle.

clavicle2

Name it:

LeftClavicleRoot
LeftClavicleEnd

Select the root and mirror it.


SCAPULA

In Front View:

Joint Tool Options - turn ON the Create IK Handle

Start in the middle of the chest and click to the top of the shoulder.

scapula

In the Perspective window, adjust it to be positioned like a real scapula.

Name it:

LeftScapulaRoot
LeftScapulaEnd

Select the root and mirror it.


NECK

In Skeleton Joint Tool Options

Turn OFF Create IK Handle

In SIDE VIEW:

Click from the top of the spine to the top of the neck (no not attach the neck to the spine)

neck

Name it:

NeckRoot
NeckEnd


HEAD AND JAW

Create IK Handle should be OFF

SIDE VIEW: Click to create the head joint (no IK handle) - do not connect it to the neck

Note that the start is slightly below the ear.

Name them:

HeadRoot
HeadEnd

head

SIDE VIEW: Click 3 points for the Jaw. No IK Handle.

jaw

Name them:

JawRoot
JawLow
JawEnd


LEFT ARM

Elbow of the model should be facing backwards and the palms of the handsshould be facing down.

In the Front View (or whatever view you can see the arm the best):
Skeleton - Joint Tool Options - Turn Create IK Handle OFF

Click:
Shoulder socket
Elbow
Forearm (midway between the elbow and wrist)
Wrist

Rotate the joint root if needed

arm

Name them:
LeftArmRoot
LeftArmElbow
LeftArmTurn
LeftArmEnd

Setting the IK:

***IK can only rotate on one axis so we could not have an IK handle between the shoulder and wrist because the forearm twists differently from the elbow.

Skeleton - IK Handle Tool
Click: LeftArmRoot then LeftArmTurn joint

Name the IK handle: LeftArmIK

You can select the IKHandle in the Outliner and move the arm - REMEMBER to ALWAYS hit Z to undo the position you have moved it to.

You can still rotate the ArmTurn joint in the X (Try it then hit Z)

armIk

To make the whole arm be effected by the IK:
Select the Move Tool
Open Hypergraph and select the Effector for the Arm
Hit the INSERT key (on PC) and Function HOME on a Mac laptop
Move the pivot point to the wrist. Hold down the V key in the orthagonal window to snap the effector to the LeftArmEnd joint.

Check All views to make sure it is aligned.

Hit the INSERT key (on PC) and Function HOME on a Mac laptop to turn off the Move Pivot Point

armIKeffector

Try translating the IK Handle (Remember to hit Z when done to return it to the original spot.


LEFT HAND


In the TOP View:

Skeleton - IK Joint Options - Create IK Handle = OFF

Click near the wrist (but not on it)
Click the middle of the hand where the fingers start

hand

Name them:

LeftHandRoot
LeftHandEnd


RIGHT ARM and HAND


Select the root of the Left Arm
Skeleton - Mirror Joint Options - YZ
Search for Left - Replace with Right

Select the root of the Left Hand
Skeleton - Mirror Joint

Create the Hand Joints
(You should have a PALM joint at the end of the arm joint chain)
Select Skeleton - Joint Tool options - None
Do the MIDDLE finger first

Click Palm Joint to start then click at the base of the finger then the middle knuckle then the end knuckle then the tip of the finger.


Name it.

Do the same for the index and ring finger.



We cannot connect the thumb and pinky finger to the palm because we need the hand to be able to bend in.

To do the Pinky finger:
Skeleton - Joint Tool
Click the wrist joint to start then
Click middle of palm then 4 joints for the finger (5 new joints total)


Name it

To do the thumb:
Skeleton - Joint Tool
Click the wrist joint to start then
Click middle of palm then 3 joints for the thumb (4 new joints total)


Name it

Look at the FRONT and Perspective windows and reposition each of the joints to match the hand shape

The first knuckle is actually located in side the palm area.

DO NOT move the palm joint - it must stay aligned with the wrist.

Select all joints and Modify - Freeze Transformations

Select all the joints in the Outliner and Skeleton - Orient Joint - None

Try to use the Rotate to see if they move right.

If any joints rotate incorrectly,
Select Component and RMB ? - Local Rotation Axis - select the joint then manually reorient it to point correctly.

End Joints
Select each end joint and change the Joint Orientation in the Attribute Editor to 0,0,0

Final Hand
Finishing Up the Body

body

In the Outliner: Select ALL the Joints and IK Handles

In the Channel box:
Right mouse button over the Joints Layer and Add Selected Objects

Change this layer to Template - T