Adding arm controls
Let's work on our arm controls. We'll build these controls in the top view. So from there let's grab our CV Curve Tool. And we'll create a bracket shape. So we'll make this symbol. You can follow my lead. I just go ahead and snap to grid. OK, so there's our really cool animation control. Let's go ahead and center its pivot and head back over to our perspective view. Then at that point, we'll want this snapped over to our wrist. So this is going to be the pivot of this control object. However, if we were to go ahead and show polys, right now it's very difficult to select. So what I'll do is go to Component Mode and drag the shape out. And then next we can scale this up a little bit more. Grab the points in the center and scale these out in the z-axis. Then grab these two points in the middle and drag those back. And there we have it, our animation control. All right, let's go ahead and rename this. It's going to be CCL Arm 01 We'll freeze it, and then go ahead and mirror it over. Let's rename this one. And then we can re-color the two objects. So moving over to the attribute editor will take care of that. Again, if the object doesn't load in, just re-select it we'll be good to go. So we'll choose Red for this side. Let's go ahead and find Blue for the other. Great. Grabbing them both, let's go ahead and Lock and Hide Scale Visibility Channels. And then we'll check our outliner to make sure they're stored underneath the Controls group. All right, so now it's time to have them actually control something. What we'll do is use our Group Locator tool, GLDT, to create locators that are matched to the orientation and position of our wrist joint. And then at that point we can point constrain our I-K handles to the locator and Orient Constrain the wrist bone to the same. It might be easier to hide all these here, so let's go ahead and do that. We'll grab both wrist bones and run GLDT. So we have two locators made. Let's now, with the locator selected, grab our IK handle, do a point constraint. And then, with the locator selected, again, we'll grab our wrist bone and orient the constraint. Let's go ahead and do that on the opposite side. So again, locator first, IK handle, Point Constraint. Grabbing the locator again, we'll grab our wrist joint and Orient Constraint. We'll now want to parent the locators to their respective animation control. So let's go ahead and grab this one to the right. Hit the Up arrow to grab its group and parent. So now, here's what we end up with. We have a working arm control. So we can rotate the wrists independently as we invoke IK. Great. All right, let's go ahead and test out the left side that needs to get finished up. So we'll grab our locator group, Shift-Select our animation control and test this. Everything is working just fine. We can now go and grab the locators and hide them, since we probably won't animate on these. Once that's finished up, we can work on constraining the arm meshes to their respective chains. So let's go ahead and take care of that in the next lesson.
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
Partner