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Machine Animation Tutorial: Rigging Scissor Arms | Maya 2017

Raconteur Animation 7,757 7 years ago
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Joe Explains how to use the IK function to rig a series of scissor arms inside a machine. See more of our work at RaconteurAnimation.com Summary: --Create pairs of joints using the Point Snap option to ensure that the joints are centered at the axes of the levers. --Create controllers (Locators) at the center hinge of all the scissor levers. Use Point Snap to center. --Group the controllers (⌘+G) and use center the pivot point (Modify-Center Pivot) --Rename all joint chains as desired (xLeverJoint#_#) --Create the IK Handles for each joint chain (Skeleton-Create IK Handle) --Parent the root joints to their respective Locator controllers (Constrain-Parent) --Parent the IK Handles to their respective Locator controllers (Constrain-Parent) --Parent the scissor arm polygon objects to their respective joint using the Outliner (Middle-mouse click and drag) --Use the ScaleX attribute of the controller group to control all the scissor arms. Resources: FK and IK Explained – Which One to Use and When? by Miloš Černý youtube.com/watch?v=0a9qIj7kwiA Inverse Kinematics (IK) by Autodesk help.autodesk.com/cloudhelp/2017/ENU/Maya/files/GUID-07C3BA47-32BB-477B-B6C5-1090E5C9B81C.htm

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