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Characters MUST be bound to the
rig in the standard T-pose in order for the animations to be
compatible with other characters and vice-versa. If your character
is modeled in a different position you will have to edit it
to make it compliant. This means:
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The arms must be stretched
out in a straight line along the X axis.
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The fingers must also be stretched
straight out along the X axis.
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The thumb must be oriented
with the thumbnail side facing forwards (towards the positive
Y axis). It should preferably be extended at a downwards
angle.
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The legs MUST be straight up-and-down.
This means that the hip, knee, and ankle joints must be
directly in line with each other from the front and side
views. (The X position values should be identical).
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Your character should be standing
on the XY grid plane. In other words, the bottoms of the
feet should be at 0 on the Z (up) axis.
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The feet should be pointing
straight forwards (along the positive Y axis).
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The character should be modeled
with the spine in a relaxed, neutral pose.
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Click Create Markers.
- Position the markers where you want your character's joints
to be. The bones will be created with the pivot points at the
centers of the markers. Take your time and make sure they are
placed just right. The marker dummies are set up with locks and
links to help you keep them correctly aligned.
- Pay close attention especially to the placement of the heel,
ball, and toe markers. The heel and toe markers should be
at 0 on the z axis, meaning they should be touching the ground.
This is because these will define the pivot points of your
foot, and you will want your foot to rotate from the point
at which it touches the ground. So, the heel marker should
be at the point where the foot touches the ground at the farthest
point back, and the toe where it touches at the farthest point
forwards. The ball, however is the actual joint where the
toes hinge off the foot, so it should be higher, and “inside”
the character's foot.
- The head rotates from the point where the skull attaches
to the spine. A good way to estimate this point is to look
at the side view and put the joint in line with the base of
the ear, or a little lower and a little farther back.
- Keep the limbs, including the fingers, in straight lines
(the locks and links are there for a reason)! In MAX, the
shoulder will be the parent of the rest of the arm bones,
the Thigh will be the parent of the rest of the leg, and the
Root will be the parent of the spine. In Maya, instead of
parents there are groups (press the up arrow with one of the
markers selected), which you will need to use to move the
arm and spine as one. If your character is modeled with the
arms, legs, feet, hands, or fingers at odd angles, you may
need to edit your model to be in the correct pose. Another
solution would be to create the rig with the markers in straight
lines and then rotate the bones into place after you create
the skeleton but before you bind the mesh to them. See the
Additional Information below for more.
- The thumb is the only “limb” that is allowed
to be at any angle you want. It must be aligned with the XZ
plane, but it can be at any angle. Moving the middle joint
marker (R_Thumb_B_Location) will force the end marker (.._C_..)
to stay in line with the other two. Modifying the end joint's
“Length” attribute will extend it to the desired
length.
- Click Save Marker Locations to save your
locations... “just in case”.
- Click Create Rig.
- Click Delete Markers.
- Select your character's mesh or meshes and apply a Skin
modifier. Add the bones, weight the vertices and start
animating.
- Make sure you set keyframes for all your animatable
attributes at frame 0 before starting to animate your movements.
The easiest way to do this would be to use the “All Animatables”
Selection Set that the script creates for you.
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