Rigging of Hulk: Part 2

Start Maya and open the file which was saved in the last part of the tutorial.

Rigging of Hulk: Part 2

Rigging of Hulk: Part 2

1.Creating Layers

Step 1

Start Maya and open the file which was saved in the last part of the tutorial.
Rigging of Hulk: Part 2

Step 2

Create two layers for body and pant mesh and keep both layers in template mode for wire frame.

Rigging of Hulk: Part 2

2.Creating Leg IKs

Step 1

To start creating IKs, jump in the Animation mode. Go to Skeleton > IK Handle Tool and click on its option box.

Rigging of Hulk: Part 2

Step 2

In the IK tool attributes panel, change the Current solver to ikRPsolver (Inverse Kinematic Rotate Plane solver).

Rigging of Hulk: Part 2

Step 3

With ikRPsolver handle tool selected, click on L_Thigh_jnt01 joint and click on L_Heel_jnt01 joint. It creates the green colored IK as shown in the following image.

Rigging of Hulk: Part 2

Step 4

With the IK tool selected, change the Current solver to ikSCsolver (Inverse Kinematic Single Chain solver).

Rigging of Hulk: Part 2

Step 5

With the ikSCsolver handle tool selected, click on L_Heel_jnt01 joint and then click on L_Toe_jnt01.

Repeat the process by clicking on L_Toe_jnt01 joint and then click on L_ToeTip_jnt01 joint. It creates two IKs.

Turn off the visibility of pant and body layers to see the IKs clearly as shown in the following image.

Rigging of Hulk: Part 2

Step 6

Rename
the IKs as L_Ankle_IK01, L_Foot_IK01 and L_Toe_IK01 as shown in the following image.

Rigging of Hulk: Part 2

Step 7

Following
the same way, create the IKs for the right side also.

Rigging of Hulk: Part 2

Step 8

With
the ikRpsolver selected, first click
on R_Thigh_jnt01 joint and then
click on R_Heel_jnt01 joint.

Rigging of Hulk: Part 2

Step 9

With
ikSCsolver handle tool selected,
first click on R_Heel_jnt01 joint
and then click on R_Toe_jnt01.

Again, click on R_Toe_jnt01 joint and then click on R_ToeTip_jnt01 joint.

Rigging of Hulk: Part 2

Step 10

Rename
the IKs as R_Ankle_IK01, R_Foot_IK01 and R_Toe_IK01.

Rigging of Hulk: Part 2

3.Creating Spine IK

Step 1

Go
to Skeleton > IK Spline Handle Tool.

Rigging of Hulk: Part 2

Step 2

With
the IK Spline Handle Tool selected, first click on Spine_jnt01 and then click on Neck_jnt01 to create spine IK as shown
in the following image.

Rigging of Hulk: Part 2

Step 3

Rename
the IK as Spine_IK_01.

Rigging of Hulk: Part 2

Step 4

It
is to be noted that whenever you apply IK
Spline Handle Tool, the spline
is created with four control vertices.

Rigging of Hulk: Part 2

4.Creating Hands IKs

Step 1

For
creating clavicle IK, go to Skeleton
> IK Handle Tool and click on
the option box.

Rigging of Hulk: Part 2

Step 2

In
the IK tool attributes panel, set the Current solver to ikSCsolver (Inverse Kinematic Single
Chain solver).

Rigging of Hulk: Part 2

Step 3

With
ikSCsolver selected, click on L_Clavicle_jnt01 and then click on L_Arm_jnt01 to create IK handle.

Rigging of Hulk: Part 2

Step 4

Rename
it as L_Clavicle_IK_01.

Rigging of Hulk: Part 2

Step 5

Set
the Current solver to ikRpsolver.

Rigging of Hulk: Part 2

Step 6

With
ikRPsolver selected, click on L_Arm_jnt01 and then click on L_wristTwist_jnt01.

Rigging of Hulk: Part 2

Step 7

With
the newly created IK handle selected, go to Window > Hypergraph:Hierarchy.

Rigging of Hulk: Part 2

Step 8

In
the Hypergraph Input Output window, click on the Input and Output connections button to view all connected
components as shown in the following image.

Rigging of Hulk: Part 2

Step 9

Select
effectors component of IK as
highlighted in the following image.

Rigging of Hulk: Part 2

Step 10

Turn
on Snap to points button on the status
bar and then with Move tool selected,
hold down middle mouse button and drag it on the L_wrist_jnt01 to snap it as shown in the following image.

Rigging of Hulk: Part 2

Step 11

In
the Hypergraph Input Output window, select IK handle as shown in the
following image.

Rigging of Hulk: Part 2

Step 12

Rename
the IK as L_Hand_IK_01.

Rigging of Hulk: Part 2

Step 13

In
the IK tool attributes panel, set the Current solver to ikSCsolver.

Rigging of Hulk: Part 2

Step 14

For
applying another IK, set the Current solver to ikRPsolver.

Rigging of Hulk: Part 2

Step 15

Following
the same way, create hand IK for the right side hand as shown in the following
image.

Rigging of Hulk: Part 2

Step 16

With
the IK handle selected, go to Window
> Hypergraph:Hierarchy.

Rigging of Hulk: Part 2

Step 17

In
the Hypergraph Input Output window, click on Input and Output connections button to view all connected
components. After that, select effectors
component as highlighted in the following image.

Rigging of Hulk: Part 2

Step 18

Turn
on Snap to points button on the
status bar and then with Move tool
selected, hold down middle mouse button and drag it on the R_wrist_jnt01 to snap it as shown in the following image.

Rigging of Hulk: Part 2

Step 19

Turn
off Snap to point button on the status
button bar.

Rigging of Hulk: Part 2

Step 20

Rename
the IKs as R_Clavicle_IK_01 and R_Hand_IK_01.

Rigging of Hulk: Part 2

5.Creating Head IKs

Step 1

For
creating head IK, go to Skeleton >
IK Handle Tool.

Rigging of Hulk: Part 2

Step 2

With
the IK Handle Tool selected, first click on Neck_jnt01 and then click on Head_jnt01.

Rigging of Hulk: Part 2

Step 3

Rename
the IK as Head_IK_01.

Rigging of Hulk: Part 2

Step 4

In
this way, creating IKs for all joints is completed.

Rigging of Hulk: Part 2

6.Applying Skin Modifier

Step 1

Now to apply the skin modifier. Turn on visibility of both mesh layers
as shown in the following image.

Rigging of Hulk: Part 2

Step 2

Select
all meshes and the Root_jnt01 joint together
as shown in the following image.

Rigging of Hulk: Part 2

Step 3

Go
to Skin > Bind Skin > Smooth Bind.

Rigging of Hulk: Part 2

Step 4

Go
to Shading menu in the panel menu
bar and turn on Smooth Shade All and
X-Ray joint options.

Rigging of Hulk: Part 2

Step 5

To
test the applied skin modifier, select and rotate the neck joint a little bit. You
can see the head mesh is not deforming properly with hair mesh and eye balls.

Rigging of Hulk: Part 2

Step 6

You
need to parent the eye balls and hair mesh. Therefore, with the hair mesh selected,
go to HeadTip_jnt and press P key to parent them as shown in the
following image.

Rigging of Hulk: Part 2

Step 7

Follow
the same procedure with eye balls. With both eyes’ balls selected, hold down Shift
key and then select Head_jnt01 and
press P key to parent them.

Rigging of Hulk: Part 2

Step 8

To
test the skinning of the head, select and rotate the Head_jnt01 joint. This time both eye balls and head mesh rotate with the joint as shown
in the following image.

Rigging of Hulk: Part 2

Step 9

You
can apply a temporary material on the eyes balls to look better. So, with both
eyes balls meshes selected, do a right click and select Assign Favorite Material > Blinn as shown in the following image.

Rigging of Hulk: Part 2

Step 10

Follow
the same procedure for the pupils of the eye balls but apply the black color as
shown in the following image.

Rigging of Hulk: Part 2

Step 11

Now
it looks like as shown in the following image.

Rigging of Hulk: Part 2

Step 12

In
this way, creating IKs and applying skin modifier have been completed.

Rigging of Hulk: Part 2

Conclusion

In the next part of the tutorial, I’ll show you how to create various controls for animation.