Rigging the Spine & Arms
Day 03
VFX JOURNAL- LEARNING HOW TO RIG
9/5/20243 min read
Today, I combined rigging the spine and arm into one day, as it was a repeating process where I could apply what I learned so far.
I will divide the process into
1. Rigging the Spine
2. Rigging the Arms & Hands, creating controllers
1. Rigging the Spine
- Create 6 short consecutive joints where the spine would be. I did not worry about the length at this stage.
Shift the 'Translate X' value to a good amount. Put the same values onto each joint to stretch the spine up to the torso.
- Create three controllers for the lower spine, mid-spine, and shoulders. Align the pivot with each joint that it would be controlling. I placed each controller with the 5th joint, 4th joint, and the 2nd joint.
- Parent the controllers in the order of lower-mid-shoulder, so the rest can move with the lower spine controller.
- Constrain each controller onto the joints.
- Parent the hip joint onto the lowest spine joint. Also, parent the lower spine controller onto the hip controller.
2. Rigging the Arms & Hands, creating controllers
- Create 3 consecutive joints where the shoulder, elbow, and wrist would be.
* checking the topology and matching it with the fold helps
- For the hand, make a central 'hand' joint, then start the three fingers(pointer, middle, index) from there. Structurally, the pinky finger and thumb are more natural to move from the wrist point.
* make sure to check in all directions, and tuck the joints inside the mesh properly.
* decreasing the base joint size from the tool options menu helps!
- Orient, then mirror the joints after freezing the transformation & deleting history.
- Create three controllers for the shoulder, elbow, and wrist. Hands are to be tended to next lesson. Copy the same onto the other side.
- Constrain the controllers onto the joints, and parent the controllers to each other in order.