Wes will take you through an overview of the whole system,
its parameters and all its possibilities.
The Rigging Pose
In this chapter, we will take a look at posing the character using modo’s Flex Tool in order to
streamline the rigging process. I will also show a technique for fixing symmetry issues and
transferring UVs from one mesh to another.
Creating The Leg Joints
In this video, we begin building our character’s skeleton by starting with the
legs. We will discuss building joints using symmetry as well as joint orientation
and alignment using the Work Plane.
Creating The Leg Controllers
This video discusses adding IK to the legs and creating a control for
pointing the knee. We will talk about directional constraints and applying an Up Vector.
Completing The Leg With Foot Controls
We will complete the legs by adding foot controls that mimic a traditional
“reverse-foot” setup. We will add controls for foot roll as well as raising
the heel and pivoting on the ball of the foot.
Creating A Foot Assembly
In this video, we will create an assembly from our foot controls
in order to quickly mirror the controls to the other leg.
Adding The Center Line Joints
In this video, we will create the center line joints such as the
hip, spine, chest and head. We will discuss proper joint placement
as well as orientation.
Creating Center Line Controls
In this video we will create controls for the hip, chest and head. I will showcase
my method for creating hip sway and adding curvature to the spine without using IK.
Adding Spine Twist
Here we will finish up the spine rig by adding a twisting effect. We will use
the Schematic View to hook up the controls and modulate
the effect using a math modifier.
Creating The Arm Joints
In this video, we will create the joints for the arms, hands and fingers.
We will cover joint orientation and will use the Mirror Tool to duplicate and flip
the arm joints to the other side of the body. We will create an arm assembly and
I will show a method for quickly renaming the joints.
Adding Controls To The Arm
In this video we will add IK to the arms and finish up the rig for the body. We will
add controls for the elbow and shoulder as well as create controls for an IK/FK
switch using User Channels.
Binding The Character To The Skeleton
Now that the body has been rigged, we will bind the mesh to the skeleton.
We will discuss the Heat bind type and modo’s deformer system. We will
also cover refining the weighting for our character.
Binding The Vest
Building on the previous video, we will add the vest item to the body.
We will cover binding the vest to the core joints of the midsection.
We will then discuss using modo’s deformers to add secondary controls
to the vest for animation as well as fixing mesh penetration
issues with the body geometry.
In this video, we will conclude the tutorial by creating a controller
for the eye. We will discuss adding a Radial Falloff deformer to support
secondary deformations around the eye socket. We will then cover
facial controls using the morph deformer and how to drive
morphs using User Channels.