Our first maya lesson of the new term had us looking at basic rigging and how you can make model's move in the software to create a basic animation.
The process itself is very simple, creating parent hierarchy's between different parts of the model to make joints that can be moved and manipulated. Overall it was an incredibly interesting lesson,
I will upload my notes and the screenshots of the processes we took during the lesson, I would like to upload the finished animation today but I forgot to put the movie file on my USB stick, so that will be uploaded tomorrow.
Maya Lesson 1 Notes: 5th Jan 2015
After basic model, delete history and freeze transformations
Link model's via parenting
(Parenting Hierarchy)
Parented link between componants (Short cut "P")
Parent function (bottom of edit function)
"adult goes, child follows"
Select Upper arm joint and pair to shoulder joint. Child joint first then parent.
Select next elbow joint (child) pair to upper arm (parent)
Wrist Joint (child) to forearm (parent) joint.
Hand joint (child) to wrist (parent)
Fingers:
Select fingers(child), select hand (parent) and group.
May not move finger joints
Pair finger(child) to joint(parent) each finger.
Animating
Setting pref: Time slider, range slider
Playback speed: realtime
Settings: Framerate to 25fps (Odd frames for key points)
Save
change frames back to 1
adjust time scale to 50 frames- 2 seconds
Arm in starter position (swing)
Key frames: select geometry (group all in outliner, name for first frame)
May need to parent again after, PLAN AHEAD
Expand all in outliner and choose key selected after highlighting all atrributes (attribute editor)
Key frame = Red marker in timeline
Slider up to 25fps
Select model and adjust as needed.
Afer selecting all in outliner, Key select all attributes again
(proper models, hide and lock attributes that arent needed for key frames)
Swing motion: Hand is fixed point, not shoulder
(Cheat by dupilcating the model, name it to differentiate)
Place first model on different layer
Standard dupilcation will remove all animation, locked in position that it is left at.
Expand the hierarchy for second model
Leave hand relationships alone
Break parenting for every other joint. (unparenting tool in edit menu)
Hand becomes parent, Wrist is the the child
Forearm becomes child, wrist is parent
elbow is parent, wrist is child
Upper arm is parent, elbow is child
Shoulder is parent, upper arm is child
Create new group for the second arm with parenting
Check parenting is in place
Move pivot point
Position between fingers as if swinging on an object
Start 26fps
Select all geometry and key select attributes
Select frame 50
Move model as needed.
Key select attributes
Show model 1+2
Between 25 and 26 one arm becomes invisible
Frame 25- model 1 visibility on
Frame 26- model 1 visibility off
reverse with model 2
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