Cleaning up the leg rig
  • In this tutorial we will clean up the robot's leg rig.
  • Maya
    Autodesk Maya
  • 7m 45s
Let's clean up our leg rig. At this point, we'll want to go through and remove any unwanted channels. So on our knees, we only need our translate channels. We can lock and hide everything else. So we'll clean those up. We've already taken care of that on our foot controls. And as far as our curve offset controls are concerned, we don't need to go through and clean those up. You can if you like, but it's not necessary. So I'll leave them as is. What we'll now need to do is create our connect curves so we can always keep track of where our knee controls are. As we start to create complex animations, it's very easy to lose a control, believe me. So this curve connect object we're about to create will help us to avoid that. Let's get right to work. We will hide our polys. And we'll grab both knee controls and show their local access handles. That way we have something to snap to. Next, let's grab our CV Curve tool. We can start with the left side. We will connect from the knee to the control object. Let's do this again for the right side. We'll rename these curves to Ccnt-- for curve connect-- rknee01. We'll copy the name and use that to rename the left side. With both curves selected, let's head over to Edit, Channel Control, and we'll add a template channel. That way when we're finished, we can turn on template, and no longer are these curves selectable. All right, great. So how are we going to connect them to our knee and to our knee control? Well, we can use clusters for that. So let's grab both curves. We use our Hotbox and chose Edit Curves. It's going to cut off in the video, so I'll tear off this menu. From there, we choose Selection, Cluster Curve. All right. So now we have a cluster tied to each point. Let's take a look at our Outliner. All right. So we can now go through and rename these clusters. So let's start with this one that is selected, tied to our knee control. That's going to be cl_r, followed by the object it's associated with, which is our knee control. So that's going to be kneectrl01. I'm going to copy the name, and the next one will be renamed to kneejnt, since it's tied to the knee joint. All right. Let's rename the left side. So I'm going to copy the name, and this one's for the left knee control. Let's switch that R to an L. And once that's renamed, we can take care of the last cluster, which is tied to the knee joint. OK, great. So at this point, we can point-constrain these clusters to their respective objects. So we can start with the left knee control. We'll grab it, grab its cluster, and point constrain. Let's now grab the knee, grab its cluster-- there it is-- point constrain. And we'll take care of the right side. So that's the knee control to the clusters, the knee control, knee joint, and then we'll grab its cluster. There it is. All right, great. So let's take a look at this. When we grab our knee control and start to move that around, the curve will always follow. Great. Let's grab both curves, and now we can go ahead and turn on their template channels. All right. Now let's talk about storage. So it'd be a good idea to clean these up and have them stored in extra nodes. Let's create two extra groups. They will be labeled extra to show, extra to hide. We'll want the connect curves to be stored in extra to show. That way they're always visible. The clusters, we can store in extra to hide, and they'll all be stored in this extra nodes group, just to clean things up. All right. So with nothing selected, press Ctrl-G. And now we can duplicate this node. The first node will be renamed to extratoshow01. We can get rid of our transform channels and just leave visibility. I'll copy this name and use that to rename the next node, so that's extratohide. And again, we'll get rid of our transform channels. All right. Let's go ahead and take them both and have them stored underneath extra nodes. And then what I'll do what the clusters is group, the world group. If we just parent them to the extra nodes group, they'll have a group for each of them. And that's really just extra nodes that we don't need to be concerned with. So I'll just take care of their grouping for now. Rename the group grp_clsccnt_knees01. And again, if you'd like, you can remove your transform channels. Not a big deal here. It's going to be stored underneath extratohide. All, right great. So at the end of this, we'll want to just hide that group, and that cleans things up for us. All right. Let's grab our connect curves and store them in extratoshow. And now if we were to collapse our character node, everything should be clean, which is great. OK. Great. So we have our knee controls taken care of. Everything is stored. So in the next lesson, we're ready to start rigging our robot's wheels. So again, once the wheels are rigged, we can move to the spine, and we're just about there.
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.
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