Robot Rig - Tony v2.0


In this Second assignment of Character Rigging. 
We are asked to rig a Robot.



Let's start rigging with Robot Rig.
Modeling is done by our Faculty.

 Let's Start With Hand - Rig [IK/FK Switch]

  1. we should create joints in center of geometry. So select joint tool and axis should be at XYY and start creating joints in center of the geometry.
  2. Check all the Rigging Rules...[ After creating joints we should check its LRA, x should be pointed towards its parent, Now we have start renaming joins according to the character.]
3.Create IK Setup
  • RPS - shoulder jnt >> Wrist_jnt and named it as ( tony_wrist_IK)
  • Create Curves to control
  • IK_wrist_ctrl >> IK_wrist (point Constrain)
  • Elbow_ctrl >> Wrist_ik (pole Vector)
  • IK_wrist_ctrl to Wrist_jnt( orient Constrain)

4.Create FK Setup
  • Create Curves
  • Curves to its respective joint(orient Constrain)

5.Create Common Ctrl and snap pivot to Wrist_jnt.
  • Select common_ctrl group it and snap pivot to Wrist_jnt. 
  • Select Elbow_ctrl and group it to itself and snap pivot to Elbow_jnt
  • Select FK_Wrist_ctrl and group it to itself and snap pivot to Wrist_jnt
6.Grouping
  • Wrist_jnt to Common_ctrl_grp
  • Shoulder_ctrl to Elbow_ctrl_grp
  • Elbow_ctrl to FK_Wrist_ctrl_grp
7.Add following Attributes in Common_ctrl:-

8.Driven Key:-
  • when IK is ON Common ctrl ( IK Blend will be 1)
  • When IK is OFF Common ctrl ( IK Blend will be 0)
  • When IK is ON Common ctrl ( IK Curves Visibility will be 1 and FK Curves 0)
  • When IK is OFF Common ctrl ( IK Curves Visibility will be 0 and FK Curves 1)
9.Let's Connect attributes with exiting Jnt with Connection editor.

10.Create relationship b/w joints and Object (parent Constrain)


LEG - Rig [Joint Base Revers Foot Lock]
  1. we should create joints in center of geometry. So select joint tool and axis should be at XYY and start creating joints in center of the geometry.
  2. Check all the Rigging Rules...[ After creating joints we should check its LRA, x should be pointed towards its parent, Now we have start renaming joins according to the character.]

3. Create IK Handle:-
  • RPS ( Hip_jnt to Ankel_jnt) name it as tony_R_Ankle_IK.
  • SCS ( Ankle_jnt to Ball_jnt ) (Ball_jtn to Toe_jnt) and name it as tony_R_Ball_IK and tony_R_Toe_IK.
4. Create 2nd Joint Chain ( Reverse Foot Lock)

5. Parenting
  • Ankle_IK >> Reverse_Ankle_jnt (P)
  • Ball_IK    >> Reverse_Ball_jnt (P)
  • Toe_IK     >> Reverse_Toe_jnt (P)
6.Create locater ---> group it to itself and snap it to Ball_jnt.
   Select Ball_locater_grp ---> Reverse_toe_jnt (P)
   Select Toe_IK  ---> Ball_locator (P)


7."Bank Control"
  • Create 2 locators ( 1st locator ---> snap to the left side of the foot )
  •                             ( 2nd locator ---> snap to the right side of the foot )
  • FootBase_jnt ---> 1st Locator (P)
  • 1st Locator ---> 2nd Locator (P)
8.Create Foot_Ctrl and add following attributes.
9.make a group of Reverse_FootBase_jnt
10.select Foot_ctrl ---> Reverse_FootBase_jnt (Parent Constrain).
11.KNEE(No Flip Leg Setup Method)
  • Create the locator and group it to itself and snap it to Knee_jnt and Move it.
  • select locator ---> Ankle_IK (Pole Vector)
  • Select locator and snap it to Ankle_jnt
  • Ankle_IK (Attributes) ---> Twist = 90`
  • Locator ---> Foot_ctrl (P)
12.Let's Connect attributes with Exiting Joints.
13.Relationship B/W joints and Object (Parent Constrain)

Spine - Rig

  1. we should create joints in center of geometry. So select joint tool and axis should be at XYY and start creating joints in center of the geometry.
  2. Check all the Rigging Rules...[ After creating joints we should check its LRA, x should be pointed towards its parent, Now we have start renaming joins according to the character.]
3.Create IK Spine Handle ( Root_jnt >> Chest_jnt)
  • When we create IK Spine, CURVE will be Created.
  • Curve will be Control by Vertices
  • Vertices will be controlled by Cluster 
  • The cluster will Control Curves to animate Joints.
4.Select Curve(IK_Spine) Right Click!! Select Vertices and Then Again Right Click and Cluster.
5.Create Curves and Make relationship with Cluster
  • Hisway_ctrl   ---> root_cluster
  • Spine_A_ctrl --->  Spine_A_Cluster
  • Spine_B_ctrl --->  Spine_B_Cluster
  • Chest_ctrl  ---> Chest_Cluster
  • LowerNeck_ctrl --->LowerNeck_Cluster
  • UpperNeck_ctrl --->UpperNeck_Cluster


6.Grouping:-
  • Select all the one by one and group it to itself and the change the pivot to its respective joints.
  • Root_ctrl    --->   Hisway_ctrl_grp
  • Hisway_ctrl   --->   Spine_A_ctrl_grp
  • Spine_A_ctrl   ---> Spine_B_ctrl_grp
  • Spine_B_ctrl   --->   Chest_ctrl_grp
  • Chest_ctrl  --->   LowerNeck_ctrl_grp
  • LowerNeck_ctrl   --->  UpperNeck_ctrl_grp
7.Select Spine_IK, Cluster, Curve >> Root (P)

8.Create Femur_jnt and snap it to Hip_jnt
  •    Select Femur_jnt >. hip_jnt  (Parent Constrain)
  •    Select Both (L/R) Femur_jnt >> Hipway_ctrl (P)
9.Go to Connection Editor:-
  • Chest_ctrl(roate Y)  =  IK_Spine(Twist)
  • COG_ctrl(rotate Y)  =  IK_Spine(Roll)
10.Select Shoulder_ctrl ---> group it to itself.
  • Chest_ctrl >> Shoulder_L_ctrl_grp (Parent Constrain)
  • Chest_ctrl >> Shoulder_R_ctrl_grp (Parent Constrain)
11.Let's Re-Arrange the Outliner Properly with Creatting Different Groups...
  • Joints_grp
  • Curves_grp
  • IK_grp
  • DNT(Do Not Touch)_grp
12.Create Transform and Master control to controls the Complete Rig...!!

13.Select transform_ctrl and Transform_grp (Parent Constrain)

  • Group it both transform_ctrl and Transform_grp and named it as Tony_Rig_grp 
14.Select Master_ctrl and Transform_Rig_grp (Parent Constrain)
15.Lock and Hide - Non Usable Keys.
16.Limit All the Attributes......!!



Check Out the Concept Rig "TONY v2.0RIG TEST

TONY | RIG | TEST



Comments are Welcome...! 
Thanks for Watching! 
Bye bye...!😜😉✌

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