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Adding arm controls
Delano Athias

Pluralsight

Delano Athias
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
Introduction and project overview
1

Introduction and project overview

 
00:49
Starting on the robot's rig
2

Starting on the robot's rig

 
08:10
Rigging the robot's left leg
3

Rigging the robot's left leg

 
13:49
Completing the left leg's base rig
4

Completing the left leg's base rig

 
15:30
Creating a hip joint and mirroing the left leg
5

Creating a hip joint and mirroing the left leg

 
05:38
Starting the foot roll rig
6

Starting the foot roll rig

 
09:51
Connecting the reverse foot rig
7

Connecting the reverse foot rig

 
10:26
Extra joints for toe bend control
8

Extra joints for toe bend control

 
04:56
Connecting the leg and hip meshs
9

Connecting the leg and hip meshs

 
13:59
Primary leg controls
10

Primary leg controls

 
08:54
Organizing the rig
11

Organizing the rig

 
04:42
Starting on an animator-friendly foot roll rig
12

Starting on an animator-friendly foot roll rig

 
07:34
Wiring the foot roll's plusMinusAverage nodes
13

Wiring the foot roll's plusMinusAverage nodes

 
09:26
Finishing the foot roll rig
14

Finishing the foot roll rig

 
06:21
Toe bend controls
15

Toe bend controls

 
10:51
Knee controls
16

Knee controls

 
07:54
Cleaning up the leg rig
17

Cleaning up the leg rig

 
07:45
Rigging the wheels connected to the robot's legs
18

Rigging the wheels connected to the robot's legs

 
07:37
Finalizing the leg wheels
19

Finalizing the leg wheels

 
10:53
Creating a hip control
20

Creating a hip control

 
07:13
Rigging the wheels connected to the robot's hip
21

Rigging the wheels connected to the robot's hip

 
06:48
Constraining the wheel geometry connected to the robot's hip
22

Constraining the wheel geometry connected to the robot's hip

 
04:23
Dynamically parenting the hip wheels
23

Dynamically parenting the hip wheels

 
10:03
Chest control
24

Chest control

 
08:21
Completing the chest rig
25

Completing the chest rig

 
10:15
Setting up the wheels connected to the back
26

Setting up the wheels connected to the back

 
06:13
Custom attributes for the back wheels and connecting the back rails
27

Custom attributes for the back wheels and connecting the back rails

 
06:30
Dynamically parenting the back wheels
28

Dynamically parenting the back wheels

 
03:00
Constraining the spine geometry
29

Constraining the spine geometry

 
05:45
Creating a center-of-gravity control
30

Creating a center-of-gravity control

 
03:36
Rigging the neck's base plates
31

Rigging the neck's base plates

 
06:12
Setting up the robot's main neck plates
32

Setting up the robot's main neck plates

 
06:48
Re-orienting the neck joints
33

Re-orienting the neck joints

 
01:56
Rigging the neck with inverse kinematics
34

Rigging the neck with inverse kinematics

 
07:36
Optimizing the scene
35

Optimizing the scene

 
02:03
Rigging the robot's head
36

Rigging the robot's head

 
08:49
Custom attribute for the neck's base plates
37

Custom attribute for the neck's base plates

 
02:41
Starting on the arms
38

Starting on the arms

 
07:27
Setting up the elbows
39

Setting up the elbows

 
09:07
Adding arm controls
40

Adding arm controls

 
05:08
Constraining the arm groups and connect curves for the elbows
41

Constraining the arm groups and connect curves for the elbows

 
10:14
Dynamically parenting the arms
42

Dynamically parenting the arms

 
02:27
Rigging the fingers
43

Rigging the fingers

 
08:01
Connecting the fingers
44

Connecting the fingers

 
03:11
Creating finger controls
45

Creating finger controls

 
05:38
Wrapping up the hands
46

Wrapping up the hands

 
12:29
Starting to rig the arm pistons.
47

Starting to rig the arm pistons.

 
06:39
Finalizing the pistons
48

Finalizing the pistons

 
12:20
Finishing the robot's rig
49

Finishing the robot's rig

 
08:00
Beginning the truck's rig
50

Beginning the truck's rig

 
03:14
Rigging the truck's wheels
51

Rigging the truck's wheels

 
04:13
Automating the wheel rotation of the truck
52

Automating the wheel rotation of the truck

 
07:14
Finishing the wheel rotation expression
53

Finishing the wheel rotation expression

 
02:53
Rigging the truck's body and controlling the front tires
54

Rigging the truck's body and controlling the front tires

 
05:14
A technique for simulating tire pressure
55

A technique for simulating tire pressure

 
03:21
Wrapping up the tires
56

Wrapping up the tires

 
08:40
Finalizing the transforming robot's rig
57

Finalizing the transforming robot's rig

 
07:08