Rigging of Hulk: Part 6

OpenMaya. Open the file which was saved in the last part of the tutorial.

Rigging of Hulk: Part 6

Rigging of Hulk: Part 6

1.Fixing Hand Controls

Step 1

OpenMaya. Open the file which was saved in the last part of the tutorial.

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Step 2

First of all, check the movement of L_Hand_control01. You can see that L_FK_Arm_control01, L_ FK_Elbow_control01 and L_FK_Wrist_control01 didn’t follow the movement of hand joint. You need to fix it.

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Step 3

Select L_wrist_jnt01 followed by L_FK_Wrist_control01 and then go to Constrain > Point and click on the option box.

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Step 4

In the Point Constraint Options settings box, turn on Maintain Offset check box then click on Add button to apply the point command.

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Step 5

Select L_Elbow_jnt01 followed by L_FK_Elbow_control01 and then go to Constrain > Point constraint command. This time you don’t need to check on Maintain Offset option as it has been already set.

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Step 6

Select L_Arm_jnt01 followed by L_FK_Arm_control01 and then go to Constrain > Point constraint command.

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Step 7

Now you can check the movement of the controls along with the hand joint. This time all controls are following the movements of the hand joint.

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Step 8

Follow the same procedure with the right side’s controls. Select R_wrist_jnt01 followed by R_FK_Wrist_control01 and then apply Point constraint command.

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2.Linking FK Controls

Step 1

Select L_FK_Arm_control01 followed by L_Arm_jnt01 and then go to Constrain > Orient and click on the option box.

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Step 2

In the Orient Constraint Options settings window, check on Maintain Offset option and then click on Add button to apply the orient constraint command.

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Step 3

Select L_FK_Elbow_control01 followed by L_Elbow_jnt01 and then go to Constrain > Orient command.

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Step 4

Select L_FK_Arm_control01 followed by L_FK_Elbow_control01 and then go to select Constrain > Parent and click on the option box.

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Step 5

In the Parent Constraint Options settings window, check on Maintain Offset option and then click on Add button to apply the parent constraint command.

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Step 6

To apply parent constraint on the wrist control, first select L_FK_Wrist_control01 and then go to Edit > Group command or press Ctrl-G key to make the group of the selected items.

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Step 7

Now you can see the transform gizmo appears on the grid origin as shown in the following image. You need to move the transform gizmo and snap it with L_Elbow_jnt01.

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Step 8

With the group L_FK_Wrist_control01 selected, press and hold D and V keys and then drag the middle mouse button on to the L_Elbow_jnt01 to snap.

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Step 9

Select and rename L_FK_Wrist_control01 to L_Wrist_Grp as shown in the following image.

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Step 10

Open the Outliner window.

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Step 11

Select L_FK_Elbow_control01 followed by L_Wrist_Grp and then go to Constrain > Parent command.

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Step 12

Follow the same procedure of linking FK controls for the right side’s controls also.

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3.Set Driven Key For IK/ FK Switch

Step 1

With L_FK_Wrist_control01 selected, go to Animate > Set Driven Key > Set command.

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Step 2

In the Set Driven Key window, select L_FK_Wrist_control01 and then click on Load Driver button as shown in the following image.

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Step 3

With L_Hand_IK_01 selected, click on Load Driven button to load it in Driven as shown in the following image.

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Step 4

In the Set Driven Key window, select IKFK Switch in Driver group followed by selecting IK Blend in the Driven group and then click on Key button to apply the initial key.

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Step 5

With L_FK_Wrist_control01 selected in the Driver group, set the value of IKFKSwitch to 1 in the Channel Editor as shown in the following image.

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Step 6

With L_Hand_IK_01 selected in the Driven group, set the value of IK Blend to 0 in the Channel Editor and then click on the Key button to apply the secondary key as shown in the following image.

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Step 7

IKFKSwitch has been keyed now. When you change its value to 0, it will be IK enabled and when you change its value to 1, it will be FK enabled.

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Step 8

For testing purpose, set the value of IKFKSwitch to 0. You will see it moves inversely as shown in the following image.

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Step 9

Again for testing purpose, set the value of IKFKSwitch to 1. You will see it moves forward as shown in the following image.

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Step 10

You can also check the rotation of L_FK_Arm_control01 as shown in the following image.

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Step 11

In the Channel Editor, set the value of IKFKSwitch to 0 as shown in the following image.

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Step 12

With L_FK_Arm_control01 and L_FK_Elbow_control01 selected, click on Load Driven button to load these in the Driven group as shown in the following image.

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Step 13

With both hand controls L_FK_Arm_control01 and L_FK_Elbow_control01 selected, set the value of Visibility to off and then click on Key button in the Set Driven Key window.

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Step 14

With L_FK_Wrist_control01 selected in the Driver group, set the value of IKFKSwitch to 1 as shown in the following image.

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Step 15

With both hand controls L_FK_Arm_control01 and L_FK_Elbow_control01 selected, turn on Visibility attribute and then click on Key button in the Set Driven Key window.

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Step 16

With L_FK_Wrist_control01 selected, set the value of IKFKSwitch to 1 as shown in the following image.

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Step 17

With L_Hand_control01 and L_Elbow_Control01 selected, click on Load Driven button to load it in Driven group as shown in the following image.

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Step 18

With both hand controls L_Hand_control01 and L_Elbow_Control01 selected, turn off the Visibility attribute value and then click on Key button in the Set Driven Key window.

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Step 19

With L_FK_Wrist_control01 selected in the Driver group, set the value of IKFKSwitch to 0 as shown in the following image.

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Step 20

With both hand controls L_Hand_control01 and L_Elbow_Control01 selected, turn on the Visibility attribute value and then click on Key button in the Set Driven Key window.

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Step 21

Following the same way, complete the procedure for the right side’s hand controls also.

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4.Adding Set Driven Key On Fingers

Step 1

You have already created the custom attributes of L_FK_Wrist_control01 in the channel editor as shown in the following image.

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Step 2

With L_FK_Wrist_control01 selected, click on the Load Driver button in the Set Driven Key window as shown in the following image.

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Step 3

With both thumb joints L_Thumb_jnt02 and L_Thumb_jnt01 selected, click on Load Driven button.

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Step 4

Select L_FK_Wrist_control01 followed by Thumb Finger attribute and select L_Thumb_jnt02 and L_Thumb_jnt01 followed by Rotate X, Y and Z properties and then click on Key button to apply initial key.

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Step 5

Select L_FK_Wrist_control01 in the Driver group followed by Thumb Finger attribute and then set the value of Thumb Finger attribute to -5 in the Channel Editor.

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Step 6

Select both L_Thumb_jnt02 and L_Thumb_jnt01 followed by Rotate X, Y and Z and rotate the thumb manually a little bit and then click on Key button as shown in the following image.

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Step 7

Select L_FK_Wrist_control01 followed by Thumb Finger attribute and then set the value of Thumb Finger attribute to 10 in the Channel Editor.

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Step 8

Select L_Thumb_jnt02 and L_Thumb_jnt01 followed by Rotate X, Y and Z and then rotate the rotate the thumb manually a little bit as shown in the following image and then click on Key button.

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Step 9

Next, select L_FK_Wrist_control01 in the Driver group followed by Index Finger attribute.

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Step 10

Select L_Index_jnt03, L_Index_jnt02 and L_Index_jnt01 and then click on Load Driven button in the Set Driven Key window.

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Step 11

First select L_FK_Wrist_control01 followed by Index Finger and select L_Index_jnt03, L_Index_jnt02 and L_Index_jnt01 followed by Rotate Z property and then clicked on Key button to apply the initial key.

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Step 12

Select L_FK_Wrist_control01 followed by Index Finger attribute and then set the value of Thumb Finger attribute to -5 in the Channel Editor.

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Step 13

Select L_Index_jnt03, L_Index_jnt02 and L_Index_jnt01 followed by Rotate Z and set its value to 12 and then click on Key button as shown in the following image.

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Step 14

Select L_FK_Wrist_control01 in the Driver group followed by Index Finger attribute and then set its value to 10 in the Channel Editor.

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Step 15

Select L_Index_jnt03, L_Index_jnt02 and L_Index_jnt01 followed by Rotate Z and set its value to -65 and then click on Key button as shown in the following image.

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Step 16

Select L_FK_Wrist_control01 in the Driver group followed by Index Finger attribute in the Driver group. Next, select L_Middle_jnt03, L_Middle_jnt02 and L_Middle_jnt01 followed by Rotate Z in Driven group and then click on Key button as shown in the following image.

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Step 17

Select L_FK_Wrist_control01 in the Driver group followed by Middle Finger attribute and then set its value to -5 in the Channel Editor.

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Step 18

Select L_Middle_jnt03, L_Middle_jnt02 and L_Middle_jnt01 followed by Rotate Z in Driven group. Set the value of Rotate Z to 12 and then click on Key button as shown in the following image.

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Step 19

Select L_FK_Wrist_control01 in the Driver group followed by Middle Finger attribute and set its value to 10 in the Channel Editor.

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Step 20

Select L_Middle_jnt03, L_Middle_jnt02 and L_Middle_jnt01 followed by Rotate Z in Driven group. Set the value of Rotate Z to -60 in the Channel Editor and then click on Key button.

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Step 21

Next, select L_FK_Wrist_control01 in the Driver group followed by Ring Finger attribute and then select L_Ring_jnt03, L_Ring_jnt02 and L_Ring_jnt01 followed by Rotate Z in the Driven group. Set the value of Rotate Z to 12 and then click on Key button.

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Step 22

Following the same way, complete the task of Set Driven Key for the pinky finger including other fingers as well.

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Step 23

In this way, the task for the right fingers has been completed. You can check the rotation of the fingers as well.

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Conclusion

Creating hand and finger controls have been completed. In the next part of the tutorial, I’ll show you how to create global control and final body rig clean up.