Once the skeletal rigging process is complete, each joint which I wish to move during animation needs to be assigned to a control. controls are added by going under 'Create/Nurbs Primitives/Circle' Once the controller is added, the control can be navigated into the centre of a joint using the middle mouse button and holding down 'V'. Using the mouse the control can slide to the correct joint.
Once this is accomplished, it is important to freeze the transformation. This is what will allow you to reset your models initial position, as the controller will set the joint back to '0' on all the translations. Pressing 'F8' Will allow you to manipulate the controllers shape and set the position you want it to be in, without changing the position of the controllers assigned joint.
Once you are full filled with the controllers appearance and position, the controller is ready to have a constraint. by clicking onto the controller and the holding shift, the joint you wish to be controlled can also be highlighted and clicked on at the same time. Once this is done, you have the freedom to go into the 'Constrain' menu. This menu has a certain amount of options.
Constrain/point - The joint will follow wherever the controller goes, this is used in the characters eyes
Constrain/Aime - The controller will only move the assigned joint.
Constrain/Orient - The controller will rotate the assigned joint.
Constrain/Scale - The controller will scale the assigned joint/surface, allowing it to grow bigger or smaller.
Constrain/Parent - The controller will both navigate and Rotate the joint, this is ideal for the characters root.
Video example of the process in adding controls to you rig.

No comments:
Post a Comment