Wednesday, 10 June 2020

Toolkit 2: Autodesk Maya: Jetpack Jones: Skinning (Part 2)

Creating a new locator and putting it into position in the hip area.


Adding other locators for the clavicle, arm, elbow, wrist, knee, ankle, and foot in preparation for building the rest of the skeleton.


Beginning to create the joints in the leg.


Snapping the joints to the locator so that they are in place, before rotating them using the attribute editor for more accuracy.


Adjusting the leg further and then testing it using an IK handle to make sure that it bends correctly.


Making joints for the ball of the foot and the toe, and then parenting them to the ankle before deleting the locators that were in place.


Creating the pelvis joint and parenting the leg joint to it before mirroring it. 


Creating the arm joints and orienting them using the attribute editor. The clavicle and chest joints are then created so that the clavicle can be parented to the chest and then the arm can be parented to the clavicle. 


All of the hand joints completed (the smaller joint sizes were achieved by scaling down the radius). Jetpack Jones' torso colour was also changed so that the joints were more visible when adjusting them and moving them around.


Creating neck joints and a head joint and then parenting them to the chest.


Parenting the pelvis and chest to the spine.


Deleting the arm and leg joints on the right of the skeleton so that extra forearm and shin joints can be inserted into the arm and leg respectively. The arms and legs are then re-mirrored to accommodate the changes.


Inserting cubes into the scene and parenting them to the forearm and shin joints so that when a script is written to create the correct movement when the wrist is turned, the results can be visible in the viewport.


Result of the script on the left forearm.


Completed skeleton.


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