Course notes
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 Lectures:
Lecture 1: Intro to Animating with Maya Lecture 9: Character Set and Trax Editor
Lecture 2: Keyframing, Graph Editor, Playblast Lecture 10: Rigging a Sack
Lecture 3: Digital Audio Lecture 11: Inverse Kinematics on a Sack
Lecture 4: Audio, Projects, Hierarchy, Principles Lecture 12: Camera Moves and Positions
Lecture 5: Rendering, After Effects Lecture 13: Understanding Single Chain and Rotate IK
Lecture 6: Ball Bounce Lecture 14: Binding the Skin of the Sack
Lecture 7: Path Animation Lecture 15: Principles of Animation
Lecture 8: Forward K and Constraints Lecture 16: Making a Playable DVD
 Lecture 10: Rigging a Sack
 
Preparation
Set Project
Change Preferences to 30 fps and Timeline to Realtime
To modify the sack (must do this before skinning the sack):

Polygon menu set
Mesh menu - Sculpt Geometry Tool Options
Hold the B key down and move the mouse to resize the brush
Choose the Sculpt Parameters Operation:
Change Smooth Strength to a higher number to smooth out the displacement
Change settings till you get a good brush setting

Change the sack to add more definition (Ex: big belly, buttocks, make it a female, etc.)

Before you render out your final sack:
Polygon Menu
Mesh - Smooth
Increase Division Level - to 1
Continuity - if it is less it will keep original shape - jaggy

polySmoothFace in the Attribute Editor - can change some settings
How to rig the model sack
Make sure your model is in the center of the world (it should be)
Feet must be on the floor

If you build your own sack, must make one half and mirror it

Delete History
Freeze Transformations

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

Select the sack and Right click on the new layer you added and Add Selected Objects
Name the layer - double click it and name it Sack_Mesh
Give it a color
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:

Environment
Sack geometry
All joints
Body part Controllers
Left foot controllers
Right foot controllers
Making the Spine Joints
Template the sack layer (T)

Work in your FRONT window but check in your SIDE window to make sure

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

Start with the middle pivot area for the sack and click to set the root
Click to go up the spine (4)
hit Return

spine

Name each joint using search and replace

Modify - Search and Replace Names...
search and replace names
Replace

Select the root
Change names to:
sack_spine_root
sack_spine_mid_joint
sack_spine_midtop_joint
sack_spine_top_joint

Select the Root Joint (the belly button)
Display menu - Transform Display - Local Rotation Axis
(this will show you the local axis of the joint - it should be oriented exactly like the world)

Look at it then turn it off (just select it again in the menu)
Making the Arm Joints
Select Skeleton - Joint Tool - Options
Orientation: XYZ
Second Axis World Orientation: +Y
(this allows the arms to move more freely - towards you as well as up and down)

Note: we are not connecting the arm to the spine - yet.
Click the Clavicle then Shoulder then Elbow then Hand (hand should be outside of sack)
hit Return

right arm

Name each joint:
Modify - Search and Replace Names...
Search for: joint
Replace with: L_sack_

Then go in and make your names like the following:

Outliner arm

Select the root of the arm and Skeleton - Mirror Joint Options
Select the Mirror across: YZ
Mirror

Change the name of the Left Arm Joints:
Modify - Search and Replace Names...
Search for L_
Replace with R_
To connect the arms to the Spine
Click the Root of the first hand then shift click the Root of the second hand then shift click the Root of the Spine then Parent

Increase the Radius of the main Spine Root
2 arms
To make the left Leg
Skeleton menu - Joint Tool Options
Orientation - none
Second axis world orientation - none

NOTE: We are not connecting the legs to the spine - yet
NOTE: We are not making the foot yet
NOTE: The Knee is bent a little

Click on Hip then (switch to the side view) forward a little bit then Knee then Ankle back a little (enter)

Move it to the correct spots if necessary (middle mouse button while creating)
left leg

Name the joints
L_sack_hip_joint
L_sack_knee_joint
L_sack_ankle_joint

Outliner Leg
To make the Foot
Skeleton menu - Joint Tool Options
Orientation - none
Second axis world orientation - none

Click on Ball then on the Toe (not connected to leg joint)

Name them
L_sack_ball_joint
L_sack_toe_joint_end
Connecting the Pieces
Select the Ball joint then shift click the Ankle joint and select Parent (p)

Select the root of the Leg (top joint) and shift click the root of Body and Parent(p)
Making another Leg and Foot
Select the top of the leg (root)
Mirror Joint - Options
Use Behavior and YZ

Rename the Joints to be R_sack_hip_joint, etc.

Select ALL the joints and add to the joint Layer
(Select the root joint and Right mouse button on the Layer name and Add Selected Objects)

Save your Maya File

The Outliner and Skeleton should look like this:

joints and outliner