Rigging with HumanIK
HumanIk is a really neat rigging process that allows the user to throw a skeleton into a character quickly. At its core level it is not necessarily an amazing replacement for professional level rigging. At a higher level it allows you to assign bones designations that Motion Capture systems can work with easily. Therein lies our purpose for it.
We will use the initial rigging system in this project to facilitate anyone that hasn't had the opportunity to take a rigging class before as it is quick and relatively simple. If you would like to use training that you have received in a rigging class to prepare a more amazing skeleton feel free to do so. But in so doing please understand that you have ventured beyond the fence line of this class, and you are on your own.
We will use the initial rigging system in this project to facilitate anyone that hasn't had the opportunity to take a rigging class before as it is quick and relatively simple. If you would like to use training that you have received in a rigging class to prepare a more amazing skeleton feel free to do so. But in so doing please understand that you have ventured beyond the fence line of this class, and you are on your own.
In the image above you can see the simple rigging/bones set up that we will use on the Left hand side
Enough said lets get to work!!!
Enough said lets get to work!!!
Here is what our example model looks like
Here is the file that you need
This is the sweet little chunk of code that you need to select your local rotation axis
string $tempSelection[] = `ls -sl`;
print $tempSelection[0];
select -r ($tempSelection[0]+".rotateAxis");
string $tempSelection[] = `ls -sl`;
print $tempSelection[0];
select -r ($tempSelection[0]+".rotateAxis");
hulkfixed.mb | |
File Size: | 433 kb |
File Type: | mb |
The texture files
When you finish downloading all of these files put them and the hulk file into a folder
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hulk_hair_s.tga | |
File Size: | 1572 kb |
File Type: | tga |