Press `Create` button to create this expression.
Now select r_toe joint from outliner window and template it. (Display > Object Display > Template)
Select rik_ball and rik_pelvis ikhandles and all three locators(lx_toe, lx_ball, ilx_heel)
and hide them (Display > Hide > Hide Selection)
To test the setup did so far select x_pelvis joint and move it up and down. When the foot of control leg passes the ground plane the reverse leg`s foot stays on ground and leg bends properly. You can also try to move ik_leg ikhandle to see how the reverse leg behaves when control legs bends.
Figure 4
Step 5 - Fine Tuning
Create an ikhandle from x_heel joint to x_toe joint and name it as `ik_toe`. (Skeleton > IK Handle Tool)
Group ik_toe and ik_leg handles together and name it as `foot`. (Edit > Group)
Using `Snap to Points` option, snap foot object`s local axis to ik_leg ikhandle.
To make foot object easy to select and animate, move it`s display handle a bit right.
(Select foot node, open attirube editor, check `display handle` option in display tab and close attibute editor.
Figure 5
Select Display > Hide > Hide Kinematics > Joints. Go component mode and select selection handle
and move it a bit right. Go back object mode, and select Display > Show > Show Last Hidden.)
Create a locator and move it left of skeletons.(Create > Locator)
Rename it as `pole_leg`.
Pole vector constrain rik_pelvis ikhandle to pole_leg locator. (Select pole_leg locator than select rik_pelvis ikhandle and Constrain > Pole Vector.)
Select ik_toe and ik_leg ikhandles and template them. (Display > Object Display > Template)
Select control leg`s root joint(x_pelvis) and hide it. (Display > Hide > Hide Selection)
Select reverse leg`s root joint(r_toe) and untemplate it. (Display > Object Display > Untemplate)
Figure 6
To test the setup, you can move pole_leg locator in Z axis to change leg`s twist about pelvis joint, and move or rotate foot object to pose the foot and bend leg.
Step 6 - Creating the main skeleton
Now we will create a main skeleton that will be used when skinning.
Unhide control leg. (Select x_pelvis and Display > Show > Show Selection)
Select the root joint of control leg skeleton (x_pelvis) and duplicate without any connections.(Edit > Duplicate)
Move the duplicated leg somewhere else and name joints as left_pelvis, left_knee, left_heel, left_ball and left_toe.
Set it back to the default pose. (Skeleton > Assume Preferred Angle)
Create a new three joint skeleton for spine bones and name them as root, spine1 and spine2.(Skeleton > Joint Tool)
Connect the left_pelvis joint to the root joint.
Select the left_pelvis joint and mirror it.(Skeleton > Mirror Joint)
Rename mirrored leg`s joints as right_pelvis, right_knee, right_heel, right_ball, and right toe.
Figure 7
Step 7 - Making control and reverse skeletons to drive main skeleton
In the outliner window select everything except root joint and create a group. (Edit > Group)
Rename this group as `left_leg`.
Duplicate left_leg group with upstream graph and rename it as `right_leg`. Move it a bit far in Z axis.
Figure 8
Now we will setup some constrains to make control legs and reverse legs to drive main skeleton`s legs. To do this create these constrains;
for left leg;
point constrain left_knee joint to r_knee joint of left_leg group.
point constrain left_heel joint to r_heel joint of left_leg group
point constrain left_ball joint to r_ball joint of left_leg group
point constrain left_toe joint to r_toe joint of left_leg group
point contrain x_pelvis joint of left_leg group to left_pelvis joint
and for right leg;
point constrain right_knee joint to r_knee joint of right_leg group.
point constrain right_heel joint to r_heel joint of right_leg group
point constrain right_ball joint to r_ball joint of right_leg group
point constrain right_toe joint to r_toe joint of right_leg group
point contrain x_pelvis joint of right_leg group to right_pelvis joint
Now select x_pelvis and r_toe joints of left_leg group and x_pelvis and r_toe joints of right_leg group and hide them. (Display > Hide > Hide Selection).
Rename pole_leg locator of left_leg group as `pole_left_leg` and of right_leg group as `pole_right_leg`.
Rename foot group of left_foot group as `left_foot` and of right_leg group as `right_foot`.
Figure 9
download advanced_leg_skeleton.zip
Huh!.... That`s all, have fun ;)
Now select r_toe joint from outliner window and template it. (Display > Object Display > Template)
Select rik_ball and rik_pelvis ikhandles and all three locators(lx_toe, lx_ball, ilx_heel)
and hide them (Display > Hide > Hide Selection)
To test the setup did so far select x_pelvis joint and move it up and down. When the foot of control leg passes the ground plane the reverse leg`s foot stays on ground and leg bends properly. You can also try to move ik_leg ikhandle to see how the reverse leg behaves when control legs bends.
Figure 4
Step 5 - Fine Tuning
Create an ikhandle from x_heel joint to x_toe joint and name it as `ik_toe`. (Skeleton > IK Handle Tool)
Group ik_toe and ik_leg handles together and name it as `foot`. (Edit > Group)
Using `Snap to Points` option, snap foot object`s local axis to ik_leg ikhandle.
To make foot object easy to select and animate, move it`s display handle a bit right.
(Select foot node, open attirube editor, check `display handle` option in display tab and close attibute editor.
Figure 5
Select Display > Hide > Hide Kinematics > Joints. Go component mode and select selection handle
and move it a bit right. Go back object mode, and select Display > Show > Show Last Hidden.)
Create a locator and move it left of skeletons.(Create > Locator)
Rename it as `pole_leg`.
Pole vector constrain rik_pelvis ikhandle to pole_leg locator. (Select pole_leg locator than select rik_pelvis ikhandle and Constrain > Pole Vector.)
Select ik_toe and ik_leg ikhandles and template them. (Display > Object Display > Template)
Select control leg`s root joint(x_pelvis) and hide it. (Display > Hide > Hide Selection)
Select reverse leg`s root joint(r_toe) and untemplate it. (Display > Object Display > Untemplate)
Figure 6
To test the setup, you can move pole_leg locator in Z axis to change leg`s twist about pelvis joint, and move or rotate foot object to pose the foot and bend leg.
Step 6 - Creating the main skeleton
Now we will create a main skeleton that will be used when skinning.
Unhide control leg. (Select x_pelvis and Display > Show > Show Selection)
Select the root joint of control leg skeleton (x_pelvis) and duplicate without any connections.(Edit > Duplicate)
Move the duplicated leg somewhere else and name joints as left_pelvis, left_knee, left_heel, left_ball and left_toe.
Set it back to the default pose. (Skeleton > Assume Preferred Angle)
Create a new three joint skeleton for spine bones and name them as root, spine1 and spine2.(Skeleton > Joint Tool)
Connect the left_pelvis joint to the root joint.
Select the left_pelvis joint and mirror it.(Skeleton > Mirror Joint)
Rename mirrored leg`s joints as right_pelvis, right_knee, right_heel, right_ball, and right toe.
Figure 7
Step 7 - Making control and reverse skeletons to drive main skeleton
In the outliner window select everything except root joint and create a group. (Edit > Group)
Rename this group as `left_leg`.
Duplicate left_leg group with upstream graph and rename it as `right_leg`. Move it a bit far in Z axis.
Figure 8
Now we will setup some constrains to make control legs and reverse legs to drive main skeleton`s legs. To do this create these constrains;
for left leg;
point constrain left_knee joint to r_knee joint of left_leg group.
point constrain left_heel joint to r_heel joint of left_leg group
point constrain left_ball joint to r_ball joint of left_leg group
point constrain left_toe joint to r_toe joint of left_leg group
point contrain x_pelvis joint of left_leg group to left_pelvis joint
and for right leg;
point constrain right_knee joint to r_knee joint of right_leg group.
point constrain right_heel joint to r_heel joint of right_leg group
point constrain right_ball joint to r_ball joint of right_leg group
point constrain right_toe joint to r_toe joint of right_leg group
point contrain x_pelvis joint of right_leg group to right_pelvis joint
Now select x_pelvis and r_toe joints of left_leg group and x_pelvis and r_toe joints of right_leg group and hide them. (Display > Hide > Hide Selection).
Rename pole_leg locator of left_leg group as `pole_left_leg` and of right_leg group as `pole_right_leg`.
Rename foot group of left_foot group as `left_foot` and of right_leg group as `right_foot`.
Figure 9
download advanced_leg_skeleton.zip
Huh!.... That`s all, have fun ;)
Author: sdb1987
Submitted: 2005-09-25 00:52:23 UTC
Tags:
Software: Maya
Views: 56,361
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