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3 Mar 2016

Hero: Rig Breakdown

Hero: Rig Breakdown

Author:  Stephen   Categories:  Rigs  

Here's a breakdown of most of the controls you will find on our Hero character. A few things to note if you haven't used one of Victor's rigs before.

Multiple Workflows
Victor has a background in animation so he knows that each animator has their own preferred workflow. 
> He sets up his rigs so that you usually have the option of working with subcontrols and/or attributes, where applicable. 
> Several main controls have the ability to change the position and/or orient space with which the control is parented. 
> Rotate orders are visible for you to change.
> And finally, several controls contain offset controls so you can layer on animation or polish without being destructive to your overall animation pass.

Attributes on Shape Nodes
We use a common shape node among subsets of controls so you can have access to important attributes on several different controls. Things that might be included on these shape nodes are IK/FK switches, extra control visibility and shared animatable attributes.

Placer

[ MORE]
Rig Scale:
1 (float) - scales the rig

Placer Offset Control:
off/on - hides and shows an offset control

[ GEO ]
Geo: 
None - hides the character's geo
Selectable - makes the geo selectable
Reference - makes the geo non-selectable

Geo Res:
hi - shows hi-res geo
proxy - shows proxy geo

[ SKEL ]
Joints:
None - hides the character's joints
Selectable - makes the joints selectable
Reference - makes the joints non-selectable

[ CTRLS ]
Controls:
off/on - hides and shows all character controls

[ MUSCLES ]
Master Jiggle: 
0 (float) - controls the amount of jiggle in the muscles

Controls:
on/off - hides and shows muscle controls


COG

[ VIS ]
Cog Offset Control:
off/on - hides and shows cog offset control

cog alt vis:
off/on - hides and shows the alternate cog control. The alt cog is another cog with a pivot point at the chest. When this is used along with the hips control (Tip: increase the hips Fk Rev Spine Rotation Amp) it provides a good way to animate flying/swimming shots where you might want a higher pivot point for the character.


Spine


The spine has a pretty unique setup that may take a while to get used to, but makes animating much easier. The chest and hips controls, by default, use the rotation of the control to adjust the rest of the joints in the spine and calculate a new position for the control. This gives you the flexibility and ease of use of an IK spine while also giving you curved inbetweens without needing to translate the control. For instance, rotating the character forwards and backwards requires one animation curve (rotateX) instead of having to rotate the chest and translate it forwards, backwards, up and down

CHEST
[ MORE ]
Fk Rotation Master Amp:
0.5 (float) - an amplitude that controls the amount of influence the spine joints have on the translation of the chest control. Change value to 0 to use as traditional IK control.

Offset Control:
off/on - hides and shows the chest offset control. The offset control does not automatically translate the chest as the chest control does. It is good for layering on rotation and translation animation.


Chest Control rotates and translates. Chest Offset rotates only.


Upper Chest Controls:
off/on - hides and shows the upper chest control. This control provides similar behaviour to the chest offset control but with a different (higher) pivot point.

SHAPES
 (common to all spine controls)
[ SPINE ]
Stretch (Length x Value):
This sets the amount of stretch the spine can do. Default value is 1.08 (8%)

[ VIS ]
IK/FK Vis:
IK - shows only IK controls
IK/FK - shows both IK and FK controls (can be used together)

IkTweakA:
off/on - hides and shows extra tweak controls to change the curvature of the spine

 

Neck

The neck works in a similar fashion to the chest; it works in an FK/IK fashion so you get a lot of nice rotation throughout the joints by simple rotations of the control and can translate when needed to adjust the pose.

[ MORE ] 
Fk Rotation Master Amp:
0.5 (float) - an amplitude that controls the amount of influence the neck joints have on the translation of the neck control. Change value to 0 to use as traditional IK control.

Offset Control:
off/on - hides and shows the neck offset control. The offset control does not automatically translate the head as the neck control does. It is good for layering on rotation and translation animation.

Rotation Space:
neck 
chest 
cog
alt cog
placer

SHAPES
 (common to all head controls)
[ NECK ]
Stretch (Length x Value):
This sets the amount of stretch the neck can do. Default value is 1.08 (8%)

[ VIS ]
IK/FK Vis:
IK - shows only IK controls
IK/FK - shows both IK and FK controls (can be used together)

Head Control:
off/on - hides and shows head joint control

IkTweakA:
off/on - hides and shows extra tweak controls to change the curvature of the neck

 

Arm

[ MORE ]
Swivel:
0 (float) - twist attribute for the elbow pole vector

Align to Arm:
0/1 - 1 locks hand orientation to follow the forearm (Gimbal Control appears for you to rotate hand)

Parent Space:
placer
alt cog
cog
chest B
fkElbow
fkHand

[ VIS ]
Offset Control:
0/1 - hides and shows arm offset control

SHAPES (common to all FK and IK arm controls)
Ik <-> Fk Blend:
0/1 - 0 sets to IK, 1 to FK

[ VIS ]
IK/FK Vis:
IK - shows only IK controls
IK/FK - shows both IK and FK controls

ikHandGmb:
off/on - hides and shows the hand gimbal control

ikHandPalm:
off/on - hides and shows a palm control. When using IK arms, this control allows you to rotate the wrist from the knuckles

ikElbowPV:
off/on - hides and shows the elbow pole vector control

ikShoulder:
off/on - hides and shows a root control at the shoulder that allows you to offset the entire arm


Fingers

[ MORE ]
Curl Knuckles:
0 (float) - curls the middle and tip joints  in the finger. The tip is weighted less than the middle to give a more natural curl

Curl Knuckles AMP:
0 (float) - acts as a multiplier for the Curl Knuckles attribute

Fk_Knuckle_00*_Vis:
off/on - hides and shows a rotation control for each finger joint

Fk Knuckle 00* Rotate X/Y/Z:
0 (float) - individual rotation axis for each finger joint


IK Foot

[ MORE ]
Swivel:
0 (float) - twist attribute for the leg pole vector

Align to Leg:
0/1 - 1 locks foot orientation to follow the shin (Gimbal Control appears for you to rotate foot)

Parent Space:
placer
alt cog
cog
hips B
fkKnee
fkAnkle

[ VIS ]
Offset Control:
0/1 - hides and shows ankle offset control

SHAPES (common to all FK and IK leg controls)
Ik <-> Fk Blend:
0/1 - 0 sets to IK, 1 to FK

[ ROLL ]
Rock In/Out:
0 (float) - rocks the foot on the inside and outside edge

Spin:
0 (float) - spins the foot around a pivot at the ball of the foot

[ VIS ]
IK/FK Vis:
IK - shows only IK controls
IK/FK - shows both IK and FK controls

IkFootGmb:
off/on - hides and shows foot gimbal control

ikFootSole:
off/on - hides and shows a  control that, when using IK arms, allows you to rotate the ankle from the ball of the foot

ikKneePV:
off/on - hides and shows leg pole vector control

ikHip:
off/on - hides and shows a root control at the hip that allows you to offset the entire leg

Extra Roll Controls:
off/on - hides and shows extra controls for rotating the ankle around various pivot points

Wrap It Up.

There ya go! Happy animating the Hero and send us any work you post! cgb@cgbreakdown.com



Number of views (3419)  Comments (2)

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2 comments on article "Hero: Rig Breakdown"

andygee

3/25/2016 3:31 AM

CBreakdown error upon loading compiled with an older version of Maya and might not be compatible with newer versions of Maya

scene opens but with no character

any suggestions ? I downloaded the plugins for Maya 2015/ 2016 but still no joy opening the scene properly


Victor

3/25/2016 10:33 AM

Hi Andygee,

Thanks for your comment, please take the time to look at our video on how to get started, it explains the process of installing and getting the license to use our rigs. You will find the video here at http://cgbreakdown.com/Blog/get-started-with-cg-breakdown

Please let us know if you have any more questions. You can email us at support@cgbreakdown.com for faster response.

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