An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Introduction.

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An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Introduction

Transcript of An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Introduction.

Page 1: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Introduction.

An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Introduction

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Keyboard with highlighted Hotkeys.

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Maya’s perspective view panel and hypergraph

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The Hotbox

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The Main Window

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Menu items with option boxes to the left

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The Layer Editor showing spheres applied to two layers with one set to template and one to reference.

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Window > Settings/Preferences > Preferences

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] The preferences interface category.

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] The preferences animation category.

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] The preferences selection category.

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] The preferences undo category.

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] File > Project > New…

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The New Project window

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An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Chapter 1 Designing a Biped Character

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Little Billy by Sean Danyi (2004)

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Little Billy by Sean Danyi (2004)

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Bananas by Zach Parrish (2006)

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Character Design Workflow

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Bananas by Zach Parrish (2006)01

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Preliminary sketches in sketchbook

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Character from “Trigger” by Ryan Yokley (2002). Adding big teeth, a tail, and antennae are great ways to give your character extra personality! This character’s legs are drawn too close together. Make sure to leave some space between them.

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Character from “Sniff” by Dan Nichols (2004).This character’s arms are not drawn parallel to the ground, and feet are too close together. This can be more difficult to rig for the first time. Make sure your arms are straight, not sloped.

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Characters from “Botones” by Arturo deLaGuardia (2002). Robots and aliens can make great characters if your story and design are unique!

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Character by Neil Helm (2006). The man of many eyes!

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Characters, Storyboard and Frame from ‘Sticky’ by Katie Folsom (2004). These characters are made from modified primitive objects. A simplified design can still convey emotion and tell great stories.

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Character by Eric Urban (2006). Larger, exaggerated head and arms on this character create a focal point and require more work when animating. Extra arms means extra work Fly wings are great, just stay away from bird wings as a beginner.

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“Libby” Character by Fay Helfer (2004). Longer, thinner character designs will ensure your first experience in 3D character creation goes smoothly.

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“Bernie” Character by Fay Helfer (2004). Shorter, fatter character designs are more difficult. Longer arms can help with range of motion, but then become an exaggerated feature.

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Character by Nathan Englehardt (2005). Design your character’s clothing to be simple and of stretchable fabric. Posture is fine to alter, but be careful not to distort the center of gravity too far.

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3D Render and Concept drawing for “Bernie” by David Leonard (2006).

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Concept drawings for “Eddie” by Adam Levine (2004).

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Character Sheet by Nick DuBois (2003). The palms should face down, the legs should have some space between them.

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An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Assignment 1.2: Create Character Model Sheets

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Proportional circles six heads high with horizontal guidelines.

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Head, shoulder, torso, and feet roughed in for the front view.

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Sketched character Front and Side drawings

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Head, shoulder, torso, and feet roughed in for the side view.

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Arm and hand drawing, top view.

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Inked photocopy with blue guide lines.

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An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Assignment 1.3: Scan and Prepare

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File > Import

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Adjust your scanner resolution to a minimum of 200 dpi.

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Layer > Duplicate Layer…

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Edit > Free Transform

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Image > Adjustments > Levels

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Clean up your image using a white paintbrush.

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Crop any unwanted area.

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Marquee select the front view of your character.

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Record the width and height of the image’s pixel dimensions for use in Maya.

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Front view saved as name_front_widthXheight.tif

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Side view saved as name_side_widthXheight.tif

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T-pose created in Photoshop.

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File > Project > Set…

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Create a NURBS plane on the Z-axis.

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Change the Scale of the plane to match 1/100th of the pixel dimensions of the file.

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Window > Rendering Editors > Hypershade

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Click on the lambert material on the left in the Hypershade window.

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Click on the checkered box to the right of the Color attribute in the Attribute Editor.

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Click on File under 2D Textures in the Create Render Node window.

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Click on the folder icon in the Attribute Editor for file1.

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Your image appears on the NURBS plane if you press 6 on the keyboard while your cursor is over a view panel.

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Make sure your side image faces towards the left side of your screen.

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Reposition the side plane to line up with the left edge of your front plane.

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Reposition your front and side planes to be centered on the grid.

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Reposition other planes, such as the top arm view.

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Click on the create a new layer button in the Layer Editor and rename it reference_layer.

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Assign all of your planes to the layer and make it a referenced layer R.

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Name your scene 01_referenceImages.ma