Rigging for Beginners Series in Maya: Hand Edition | Raye Belvedere | Skillshare

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Rigging for Beginners Series in Maya: Hand Edition

teacher avatar Raye Belvedere, Featured on Adobe Live, Asus Presenter

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Trailer

      0:31

    • 2.

      Class Project

      0:21

    • 3.

      Setting up workspace

      1:22

    • 4.

      Rigging Stage

      3:49

    • 5.

      Skinning Stage 1

      3:43

    • 6.

      weight painting

      5:19

    • 7.

      Creating Controls

      5:29

    • 8.

      Bonus Mirroring

      1:45

    • 9.

      Conclusion

      0:21

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30

Students

1

Project

About This Class

Assignment:

Your class project is to rig a hand! You can use the provided project files to get started immediately OR this can be something you’ve modeled that you haven’t yet rigged!

What to bring:

  • Any Version of Autodesk Maya
  • Enthusiasm 
  • Willingness to learn

Getting Started and Tips:

Be sure to have all your files downloaded and ready to go!
To double down and make sure you truly have got it, after each lesson attempt to recreate each segment from scratch. 

Stuck?
Pop a message down in the discussion and I’ll help you asap.

Sharing Your Work:

Share your final Rigged Hand Image and progress shots with the class by uploading to the "Your Project" section. If you have any questions or need more tips, please let me know! I'm always happy to help!

Meet Your Teacher

Teacher Profile Image

Raye Belvedere

Featured on Adobe Live, Asus Presenter

Teacher


Hello there! I'm Raye aka pixipui!

I'm a Official Streamer for Behance and Streams On Adobe Live Bi Weekly!
(This means you'll get my 11 years worth of Knowledge in 3D Programs!)

A Tutorial Provider on Youtube full of fun bite-sized lessons ranging from; AfterEffects and Premiere Pro to Maya, Blender and Sims 4 Studio!

AND an All round positive happy person SO
This means while you learn with me you'll get ENJOYABLE, MEMORABLE & FUN lessons, teaching you 3D, and maybe even 2D if you really want!).

Due to popular demand I've come to take you through pipeline courses for Maya and Blender that, once you complete, will enable you to; Create, Rig & Animate ANYTHING  you could possibly imagine!

Once you have the to... See full profile

Level: Beginner

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Transcripts

1. Trailer: Rigging have tricky, not what you would meet. In this course. You'll learn how to rig a hand from start to finish. This includes adding joints, making controls, skinning and mirroring. You're finished rank I provided a file that you can use to follow along with the course. However, if you have your own hand mesh and you want to use that, Please do by the end of this course and walk away with a confidence of knowing that you can rig any hand ever. What are we waiting for? Let's go. 2. Class Project: Hello, welcome back. For this class project, your task will be to make a image or an animation if you're so inclined of a rigged hand. This can be the one I provided. Of course, your own. I'm excited to see what you create. My brain on. 3. Setting up workspace: Before we get started, let's set the scene with a tracer. Let the code on the left. Let's new shelf. Call it anything. I'll type Skillshare for now. We'll be filling this up throughout the course. Now, had to file open scene and add the hand assets. Now, if you can't see the hand texture, click the textured icon here or press six. Next, we're going to head to the drop-down box and select rigging. Select the skeleton tab. And we can pop the wind around by clicking the dotted lines. We're going to need to create joints. Possibly Mary joints if you want, later down the line. So let's add them to our newly created tray by holding Control, Shift and left mouse click. Let's also head to the skin tab and add bind. And lastly to the Create tab and add circle. This will make it faster for us to work in the long run. Nice work. As a bonus, I have added a set of custom curves you can use to. But enough of that. I think we're ready for the next one. Let's start rigging. 4. Rigging Stage: All right, Time to rig. First, let's change our camera view by pressing the spacebar, will head to the top view and press space. Again. The handy thing about working in the top view is the joints will appear in a formulated space and where we assume we've put it, try doing the joints in perspective mode. And you'll see, let's click on Join tool. Before we get started, click this icon called X-ray joints. Now we can see where our joints appear. First joint is at the wrist. Let's name it too. I'll call mine left wrist joint. J and t is short for joint because ain't nobody got time for the long words. Press Q and click on the viewport to reset your selection. Grab a new joint and place it between the index and the thumb. This is our thumb twist. Replaced the nets that the base of the fun and the last at the bend. This does indeed mirror the skeleton. So if you're ever unsure where to place a joint means your body and see where it bends or rotates, and that is where the joint is. Let's rename them as left from twist. Left from one joint, left from to join. Reset your selection. And let's do the same for one finger. Let's turn on wireframe for this. That way we can see the exact space the joint should fit between base joint, mid joint, and top joint. Let's name them left index one joint, left index to joint, and left index three joint. Let's quickly check perspective mode. The joints aren't sitting quite right. So let's move them into place. As for the fam, We shall rotate from joint one, but be careful to select the ring when you tilt it down. Otherwise you'll be moving more than one rotation. And that's not good. Now back into top node. Let's duplicate the index finger and move it into place. Rinse and repeat until they're all there. We can check the positioning in perspective mode for safety sake. Gorgeous. He comes upon but at the base of a finger, how about mid, in the bottom-left, there's a MEL tab. Type the word select, put a space that high. Highlight what you've written and middle mouse drag it to the top bar. Select Mel, and click. Now it's selected the hierarchy. Next, head to the Modify tab. Select search and replace names. In search for type, index. In replace, type MID. Repeat this with ring and pinky. How exciting all we need to do is connect them so that the roots of each joint in the outliner. Then middle mouse button drag to the wrist joint. You better find yourself down your own time. Yeah. 5. Skinning Stage 1: Okay. We've made the veins we know to put the joints where things bend. The next step is to connect the bones to the mesh. To skim the mesh, we must first select the joints. We want to connect them the mesh. Let's first click the hand root joint. That's the left wrist. And click our trusty hierarchy grabbing tool. With Shifts selected click on the hand mesh. Now under the skin tab, go to bind skin and click the box. There's lots of options to help us find the best fit for our model. But you may have to play with the default settings if the default settings don't fly for you. For now. Bind to on selected joints. Bind method is closest distance skimming method, classic linear normalized weights, interactive. And weight is distance will disallow multiple bind poses and maximum province to three. The rest is fine. Select Bind skin. The mesh is sticking together. This is because the bone has more influence over a mesh than it should have. So we have to go in and tell it what it can and can't be connected to. In fact, our bodies, us this in real life. Let's work smarter very. Select the base of the index finger and press S to set a keyframe. Move your timeline a bit. I'll move minds of ten and press S again. Now in between the two, move the finger down, we're going to move it in the y axis as that's what makes it go up and down for us. Now, scrubbing between a keyframe wasn't made for you when you move the joint down, turn the auto key-frame toggle. They go, Wonderful. Yes, we'll do this for everything. If you happen to run out of space on the timeline, JS click the square under the timeline and drag it out. I purposely miss the thumb twist as we need to do a little bit extra here. The thumb twist moves in the y, x, and z axis. So let's make sure our animation reflects this. So first, animate one of the directions by dragging solely on its loop. Otherwise there'll be extra data that you don't need. Repeat the process for the other directions. Good work. Now if we scrub the timeline, we can see the animation. This will speed up our workflow immensely because we won't have to stop wait painting just to see if it worked. 6. weight painting: Now there's two ways to wait paints and we'll use both so you can choose what works best for you. Sometimes a healthy balance is the answer. Let's look away one for an obvious issue that we can see on the first finger. This part of the finger is attracted to this joint instead of the joint that it should be. So let's first isolate this entire finger by clicking on the mesh right mouse button, select vertex, and click on the top of that finger. Will now hold Shift and tap the greater than symbol. This expands our selection. Right mouse button again and go to Paint Skin Weights. Let's click on our index joint. Everywhere that's white. Or if you have the ramp color on green is controlled by that joint. Let's make sure our opacity and value are at 11 is on, zero is off anything in-between. And so, so considerate Photoshop. And now click flood. That's false. The entire finger to connect to the root index joint. But that does mean the other joints in the index don't move, it will change what I'll vertexes had selected. Press Q to reset the viewport. And this time hold Shift and the less than button will bring it to the other side of the middle. Head back to Paint Skin Weights and pick the next index joint and flood again. Cool. Let's do the same to the last joint. Cue to leave the view. Reduce are highlighted vertices and reflux. Nice work. Now we need to make our center lines less Genki. To make it squeegee. It's just half of the two joints, it's sitting between. To do this, we can click on the Join and see who has the most influence and put our opacity to 0.5 and hold B to change the size of the radical and paint some influence on you can do this in reverse and paint in the opposite direction as well. You can also lower the opacity as you go if it's too strong. You may wonder why I'm putting influence on the top. Wow, this is why real-world examples are helpful. If you look at my hand, you'll notice when I bend my finger, not just the area that unbending bends, but skin around it needs two. What about the other way of skinning? We can do everything we just did with the secondary skinning method. But I've found it handy for removing pesky influences. Head to Windows, general editors, and grab Component Editor. I'll move the animation so we can see an odd pool in the middle finger. Are grabbed my vertex, the tip of the middle finger, expand our selection, then click on the Component Editor. In the smooth skins tab, we're greeted with a bunch of numbers. But what's important is the joint names. The finger where R1 is the middle finger. So we should only see the middle finger and our selection. So I'll click and drag over the indexes group and drag to the bottom. Type zero. Then press Enter. This has removed all of that joint control over it. Let's repeat everything else that doesn't match the finger. I'll do this to all the digits while I'm here. If we wanted to fill in these fingers with this tool, while in vertex mode, pick a section of the mess that needs help. Let's say this bit right here. We can see it's controlled by two points. We can either click the number and use the slider type of number in. Remember one is 100 per cent. Centers, usually 5050. So now the ball's in your court for how you'll do the other fingers and fun, All of it really. There's no wrong way. As long as the end result is the same. As we paint our wrist, will find that's what gives it weight and depth. We're painting. I think you can see the usefulness of having animated everything beforehand. Let's select all of our joints and remove the animation by right-clicking and delete. Amazing work. Very well done. 7. Creating Controls: We could certainly animate and control it from here. An animator would never accept this. If we go to a joint and move it, it creates new positions. Sometimes the rigs joints won't be at zero by default. And if we tried to zero them, it will reset the point to kinda random position and not convenient. So we'll be making controls. Head up to our tray and grab the nurbs circle and make dream and duplicate. The other one will be on Duplicate base. In group two, let's call the curve left underscore, index underscore one, underscore control. Copy the name and paste on the group. But afterwards, offset grip. We're going to do all the positions and alterations on the group. So the curve is clean. With the group selected, click the first index joint and press P for parents. Now zero out the transforms and unapparent Shift P. Now I want to use the x-axis to bend the fingers, so I'll rotate the offset group by ring. We can also change the scale. Great. Duplicate the group. Click the next giant. Parents. Only reset the transforms unless you want to rotate it again. And repeat. Little note to quickly grab the group, click your curve and tap up on the keyboard. Now, the button group connects to the mid control. The mid group connects to the route control. Amazing for the others, just duplicate our index group. Repeat. If the other controls aren't in the same position as their new joins, we can fix them in the same manner. Repeat for the others. Now I deliberately done the twist loss to show that we can edit our curves visually rather than moving its true position. Select the fun twist, an isolate it. Right mouse button, select Control Vertex, and grab all the points. Turn off, isolate. And we can now move, scale, rotate and shape it while its position stays where it is. Let's connect our joints to the controls. Go to Constrain, pop it off. Select the control first, then the joint. Then on orients, click the box, keep and maintain elsewhere on to stop unexpected rotation. Apply it. This is going to make this faster for you. G repeats the last action you did. Some of the movements aren't needed for every joint. So let's select our finger controls. Highlight, translate in the channel box, right mouse, button, lock and hide selected. Do the same for everything else you don't intend to move. I'm only removing all other rotates from the lower controls. My root controls for the index fingers, I want to be able to move sideways. That's how we spread them. And of course, repeat. If we select all the controls in this hierarchy now, we can middle mouse button drag them all. Pretty neat. To change the name, we'll use the replace name trick that we did before. Repeat this for the fun. And the wrist. Hand is ready to be connected. Select all of the finger groups, then select the risk control and parent. Now wherever the risk goes, the rest shall follow. Hold on the handcart move though. They are a chickadee. Usually the rest of the body would be controlling it for us. But in this case, we can have our risk control movement instead. First, let's go to the wrist joint and for cleanliness sake, break connections, then select the risk control, then the joint and pick parent constraint. Click the box, maintain offset and add. That wasn't so hard. Yeah. 8. Bonus Mirroring: Let's say we want two hands, no problem. Click on the wrist joint. In the skeleton tab. Mirror Joints. Click the box. We can have it all to replace L with all. And all we have to do is pick the right mirror access for me. That's why Zed then duplicate the mesh. Group the mesh. And in scale x minus one, we'll name the group offset group. If we deleted this group, the Transforms would pass down to the mesh below. So it's always better to keep it clean. Do the same for the controls. Group. Grab it, duplicate it, flip it, and rename its offset group. Click the new hand, unlock all of the channels and the channel box and rebind the hand, the new joints. Reorient them. Reorient them to their controls. Then select our old mesh, select our new mesh, and in the skin tab, mirror skin weights. Now we got them back for good measure. Let's make them pretty. Select a control group and on attributes, display, drawing overrides, enable and go. 9. Conclusion: You know how to break skin. Add controls, mirror, enemy, hand mesh, that comes your way. I'm so proud of you. This is Ms. Belvedere signing out. I hope you had fun and learned something new.