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  • In this tutorial we will constrain the wheel groups connected to the robot's hip.
  • Maya
    Autodesk Maya
  • 4m 23s
In this lesson, we will connect the wheel meshes tied to the robot's hip. So next what we'll do is run our GLDT tool, our locator tool, in order to create a control for our wheel root. Great. Now as far as its size is concerned, I'd say this is a pretty decent size-- about 100. Feel free to adjust it if you would like. We then want to make sure that our root is connected to this locator control. So the locator's still selected. We can go in and grab our root and do a parent constrain. All right. So we can now test this out. Everything's working just fine. Great. Let's say we do a little bit of cleanup work in our outliner before we connect the wheels. So we have one group outside of our hierarchy and we also have our joints. So let's go ahead and take care of that. We know the joints will be placed under our joints group, and our locator, its group will lie underneath controls. All righty. Now the next step is going to be to use the Object Offset tool to connect our wheels. So let's leave the outliner open. We'll grab a wheel, get to its group, and frame it. Now it's just a matter of grabbing our Joint object, control clicking the group, and running our [INAUDIBLE] tool. Let's go ahead and set the size to about a value of 60 or so. Let's see if that will work for us. I think that's easy to go in and grab. OK, great. Let's go ahead and take care of the next wheel. So here's the group for that. So again, we go in, grab our joint, grab the group, and run our Object Offset tool. And again, we'll go ahead and increase the size to something that will work for us. And again, I think 60 will work just fine. All right, so our wheels are connected. If we were to grab our locator, everything should follow. Great. Next, what we'll do is go ahead and take care of our wheel rotation. So we're going to connect the joint, rotate X, into spin A and spin B. So this is very straightforward. We'll go to our Connection Editor and load up our hip control. We could always set the left display to Show Non-Cable Off. And now for our right display, we can grab both joints and load them in. All right, let's go ahead and connect spin A to hip wheel A's rotate X and spin B into the rotate X channel of hip wheel B. Now at this point, it's a good idea to just test things out, so we'll go ahead and check our spin channels. Everything's working just fine. All righty. So that leaves us with one more task, and that is how to connect our hip wheel rig to the rest of our skeleton. Now we could always use the Object Offset tool. And we're actually going to work with that, but then we'll want to dynamically parent the hips, or the hip wheels, to our robot's hips in order for them to eventually separate when the robot transforms. So let's say we go ahead and dedicate the next lesson to learning how we can dynamically parent more efficiently.
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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