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  • character setup (1): skeleton and skinning

    Author: 2008-12-25 12:29:10 From:

    To animate character objects,
    you should setup the skeleton and make the objects skinned.
    In this tutorial, I am going to explain how to construct joints
    and how to bind the objects to the skeleton.


    Maya tutorial character setupThe basics of joints

    Maya tutorial character setup
    Make a polygon cylinder with hight divisions 4.
    In the Animation Menu Set
    Skeleton > Joint Tool

    Click 4 or 5 times at the center of cylinder,
    press the Enter key to complete the joint chain.

    You can see small circles and arrows between the circles.
    The circles are called Joint, the arrows are called Bone,
    and all the circles and the bones system is called Skeleton.

    Maya tutorial character setup
    You can see the joints are hierarchical (parents and child relationship)
    in the Outliner.

    Maya tutorial character setup
    You can change the joint size with
    Display > Joint Size

    Maya tutorial character setup
    Select the cylinder and joint1
    Skin > Bind Skin > Smooth Bind

    Now you rotate the joints, the cylinder object is deformed.
    And if you selsect the joints, the object reverses in red.

    The process to make the objects deformable with the joints is called Bind.
    And the binded objects are called Skin.


    Setting up joints with the character objects

    Maya tutorial character setup
    It is recommended to make a character object posing....
    the hands are horizontal or slightly lowered.
    the legs are slightly opened.

    Maya tutorial character setup
    You will put the joints in this order, and press enter key.

    The center of body: belly - navel - root of shoulder - neck - upper of head - Enter
    Arm(left side): shoulder - elbow - wrist - Enter
    Leg(left side): root of leg - knee - ankle - foot ahead - Enter

    Maya tutorial character setup
    Side view is the above.
    The joint of the knee is lightly bended.

    Maya tutorial character setup
    Top view is the above.
    The joint of the elbow is also lightly bended.

    Maya tutorial character setup
    Because the joints are hierarchical, if you move the parent joint the child Joint moves together.
    To move only the parent joint, turn the Move Tool to Pivot mode with Insert key.

    Maya tutorial character setup
    Setup finger joints as the above.

    Maya tutorial character setup
    The names of the joints are changed.

    bodyRoot the center of body
    shoulderL the left arm
    legL the left leg
    finger 1 - 4 the fingers

    Move finger 1 - 4 with Maya tutorial character setup to the child of armL2.
    Also move shoulderL to the child of shoulder.
    Legl1 to child of bodyRoot.

    Maya tutorial character setup  Maya tutorial character setup
    In the Outliner the hierarchy of joints are as the above.
    You see the joints are chained with Bones.

    Maya tutorial character setup
    Select shoulderL
    Skeleton > Mirror Joint Maya tutorial character setup
    in the Option window, select Mirror Across YZ

    Select legL1
    Skeleton > Mirror Joint

    The joints are mirror copied and are completed.
    You will change the names of the copied joints.

    Maya tutorial character setup
    Select bodyRoot joint and all of the model objects
    Skin > Bind Skin > Smooth Bind

    Then if you select the joints, the object reverses in red.

    You should rotate the joints while choosing all of them one by one,
    and check whether the position of the joint is appropriate as a joint.

    And you should also check whether they are appropriate for
    the animation which you will make.

    Maya tutorial character setup
    At this stage, you need not worry because you will correct the place
    where an unnatural deformation such as armpits has happened.


    Maya tutorial character setup Correcting the position of the joints

    (1) Select the joint and Skin > Go to Bind Pose,
    the pose of the object will return first.

    (2) Select the all of objects and Skin > Detach Skin,
    the skin(objects) will be unbinded.

    (3) (If it is necessary,) delete the right half of the joints.

    (4) Correct the position of the joints.

    (5) Repeat the procedure of the mirror joints and bind.

    (6) Change the names of the joints.

    Moreover, because the number of divisions is few,
    the part where the joint was bent might look rough.
    It is necessary to correct the modeling data before you do bind.

    Maya tutorial character setup
    The correction result of the joints is the above.
    Joints of the ear and joints of the side were added.

    Because the side was greatly deformed when the joints of the arm was moved,
    the joints of the side was put to control it.


    If you set the key frames to the joints by the setting to here,
    you can make basic animation.

    You should move the object by not the modeling data but the root joint.
    The rotation and the scale are also similar.

    Maya tutorial character setup Smooth bind and rigid bind

    Maya tutorial character setup
    Make two polygonal cylinders with a lot of numbers of
    divisions in the center, and put joints on
    the inside as shown in the above figure.

    Execute the following two.
    Skin > Bind Skin > Smooth Bind
    Skin > Bind Skin > Rigid Bind

    Left is smooth binded, and right is rigid binded.
    In smooth bind, it can be seen to be bent smoothly.

    In character animation, I recommend you to do bind with smooth bind.

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