Monday, 3 February 2025

Real-Time Rigging

     Right click on your skeletal mesh > create > Control Rig


    Right click on a bone (like the head bone), new> new control


    Right now it doesn't do anything, Shift + P to unparent the control it.
    Select the head control and go into the shape tab to change how it looks

    Drag the head_ctrl from the rig hierarchy into the graph area and select 'get control'.
    Then select the head joint, drag it into the graph and select 'set bone'. Drag the execute control from forwards solve to the new node, and the get transform's transforms output to the set transform value. 

    Now you should be able to rotate the head_ctrl. Don't hit ctrl+z to undo a movement in the viewport, or else you'll undo what you've done in the grid. Instead hit compile to have it snap back to its rest position. 
    Next select the pelvis joint and make a new control and new null. Unparent both from the joints. Have the pelvis control be a child of the pelvis null, and the head control be a child of the pelvis control.

    Hook up the pelvis control similar to the head control


    For full body Ik, we made a new control rig, create these controls

    Drag them all into the graph, select get transform. Then look for a full body ik node. 

    Since we have 4 controllers, we need to create 4 effectors on the full body ik node.

    The root bone is actually going to be our pelvis, since that is where all our motion is going to originate from. The root bone in our hierarchy is just used as an offset. For the effectors find all the joints we made from the controls, and plug in their transforms.

    Once you compile you should be able move the controls and quinn should also move (although probably not great).
    Collapse the effectors tab and open up the bone settings tab. Add a new bone settings tab.

    We selected the pelvis bone and changed the rotation and position stiffness, you can see when you move the foot the pevlis doesn't move as much. 
    Want to make it so that the legs bend in the correct way? Use preferred Angles and mess with the angles until it bends correctly

    Next we'll make a modular Rig
    This is a way of making quick rigs. You see in the middle of quinn a spine_01 socket. Drag the spine rig module to that socket.
    You can continue to quickly build out sockets with this. Just look at the socket name and it'll say what modular rig it's expecting. 





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