6h 49m
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Software used
Autodesk Maya
What you will learn
In this tutorial, we will learn the methods that were used to rig the transforming robot. Throughout these lessons, we will learn the tools and techniques used in the setup process of both our robot and truck. The goal is to break this complex idea down into a simple, and manageable form. We'll cover the rigging process in its entirety, and along this journey, we'll be introduced to several tools that will help make this all come together efficiently. By the end of the course, you'll have the set of skills needed to rig your own transforming robot.
Partner
Let's finish our foot roll rig. We'll start by creating our foot roll parameters. So let's grab both leg controls, right over to Modify, Add Attribute. We'll first start with the displayable attribute. We could always call them Foot Roll. And the animatable attribute will be Roll. The minimum value we'll give it is negative 1, the max positive 1. And we're good to go, so let's go ahead and hit OK. Now because of the set-driven key channels already tied to our foot control, it'd be a lot easier to access the rotation we need. So we'll head over to our Set-Driven Key dialogue. We'll go ahead and load up the left foot-- we'll start with it-- and we'll choose the Roll channel. All right. Let's go ahead and now grab the set-driven key channels that we've created, and go ahead and set our initial key. Great. So we'll start with the forward direction. We'll set our roll to 0.5. And we'll now go to our ball channel. I'm going to go ahead and start to rotate that up. So we can bring it to about a value of, let's say, negative 32. So from here, we'll want to key both the ball Z and also the toe Z channels. That way, the toe will not rotate up until after this point. So we have that set to 0.5. Let's now go ahead and set the roll to one. We'll go to our toe channel, and we'll go ahead and set that to about a value of, let's say, negative 40. Just kind of testing this out. Don't want it to be brought up too high. So I think 40's going to work. And then for our ball Z, we'll want to go ahead and just zero that out. All right, so again, we'll go ahead and key the same attributes. Now, so we check out our foot roll. It's pretty decent. However, it still feels kind of rigid. So I'll show you a trick for loosening up this foot roll. It's just a matter of offsetting the key we set, the value of 0.5 on our SDK toe Z channel. So what we'll do is head over to our graph editor. I'll go ahead and bring it over. And we'll go to the toe Z. Go ahead and frame it. So here's that key we set on 0.5. So to smooth things out, we can offset it from the key we set on our SDK ball Z channel. We'll just go ahead and take the key on 0.5 and shift that over to about 0.4. You'll see that when we go ahead and snap, we're actually snapping to a whole number. So instead of just dragging the key, what we'll need to do is head over to our key stats and set the value from here. So again, I'll just write it to 0.4. And now, if we were to take a look at the roll, you'll notice that it's a little bit smoother when the foot rolls up. OK, great. So at this point, we can go ahead and set our roll to negative 1, AND go ahead and worry about the heel. So we'll go ahead and rotate the heel back to, let's say-- I think about a value of positive 40 would work well. All right. So we'll go ahead and make sure we select the right channel and set a key. So this seems pretty extreme, but keep in mind, of course, you'll bring the leg up and everything will be all right. And you still have your offset channels. So we can now go ahead and test this out, and there is our foot roll, looking very nice. Not only do we have this control, but again, we have those offset channels to get exactly what we need. Really cool. OK. So what I'll do from here is go ahead and zero out the roll channel. I'll also make sure that the foot control itself is brought back to the robot's rest pose. So we'll just zero out our channels. We'll go to all of our SDKs and lock and hide them. We don't need to worry about them any longer. They've already been taken care of. So that's a process for the right side. It's the same steps, the same values. What I'll do to kind of finish up here is just to clean up things a little bit more. I like to remove any channels on these primary controls that will not be animated on. So for instance, the scale and visibility channels, we can go ahead and right-click and lock and hide them. It's not too necessary. Later, we'll go back and create a character set, and then we can animate on that character set, and choose what receives keys. But just to, again, organize things on our rig a little bit more, we can go ahead and spend the time to remove any unnecessary channels. Well, that's going to be it for this lesson. In the next lesson, we'll work on toe-bend controls.