Lesson 5: Creating Joint Controllers
Controllers:
Whenever
you are making joints, you always want to build controllers so
that you are not grabbing the joints directly. You can make one of two types of
controllers, Forward Kinematics and Inverse Kinematics.
Forward
Kinematics refers to a system of controllers in which each controller moves one
joint. When moving something like an arm would mean that in order to reach a
position, you would first rotate the shoulder. Then you would rotate the elbow,
and finally the wrist. The controllers are usually made from NURBS Curves,
which are much different from Polygon Primitives. "NURBS stands for Non-Uniform Rational B-splines(M5 Design Studio, 2011)." NURBS Curves do not render in
Autodesk Maya. They are simple objects and many do not have faces. You want to
use either an Orient Constraint or use an Expression, depending on the
situation. Forward Kinematics allow for move direct control.
Inverse
Kinematics controllers are created by the IK Handle Tool found under the
Skeleton Tab. The IK Handles allow for a set of joints to be controlled by a
single controller. If you had that same arm set and you used an IK Handle, you
would be able to control the arm at the wrist. You would have a NURBS Curve
that controlled the handle using a Point Constraint and an Orient Constraint on
the wrist so the hand could rotate properly. There are several types of IK
Handles, but describing them would be more in depth than this post can cover.
When using
NURBS Curves as controllers, you want the curve’s X axis to align with the
joint’s X axis as you place the controller where the joint is located. The best
way to make them align is to first rotate the new curve 90 degrees in the Z
axis and freeze the curve’s translations. Then you want to put the curve in a
group by going to the Create Tab and find Empty Group. Parent the curve to the
group. Use a Parent Constraint with the Maintain Offset turned off with the
joint as the driver, and the group as the driven. Once the group is in place,
delete the parent constraint. You can find the constraint by going to the
Outliner Window and looking for the group. Once you have found the group, you
can click on the plus sign to open up the contents of the group. Click the “!”
icon and then hit the Delete button on your keyboard. From there you can use
the curve to constrain the joint and it will always have a default position.
References:
M5 Design Studio.(2011).NURS Modeling in Maya 3D 2012.http://m5designstudio.com/2011/maya-3d-tutorials/nurbs-modeling/
Gotta love that feeling you get when you move a successful controller. What joint do you find to be more difficult to tailor?
ReplyDeleteThus far I have found the most troublesome areas to be making expressions for joints relating to the head. I am currently working on a model that I have made joints for the hair, and deciding how to control them had been hard to judge. Some of the neck rotations also get to be difficult to do justice to the model. Otherwise the other controllers are very straight forward as long as you do them in order.
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