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Correct way to rig hand controls?

Correct way to rig hand controls?

Anonymous
Not applicable
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Message 1 of 5

Correct way to rig hand controls?

Anonymous
Not applicable

My current method of rigging is using a point constraint between the control and the IK and then an orient constraint between the control and the hand joints. I was wondering whether or not this is the correct way of rigging. 

 

Additionally, my hand control becomes misaligned when rotating as seen in these screenshots.

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3,463 Views
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Replies (4)
Message 2 of 5

RooftopAnimation
Advocate
Advocate
Accepted solution

Hi there,

 

I think I may know what's going on.  Your controller and joint pivots need to be aligned to rotate in the same space.

 

With the Move Tool active, select your controller, press the insert key (or press "D" in Maya 2018) - your manipulator should now look like a mix of the Move and Rotate Tools with a star-type shape in the middle.  This means you are now manipulating your Pivot Point.

Next, hold "V" (activates snapping temporarily) and Middle Mouse Drag to the specific joint.  The Pivot Point should snap to the joint.  Release the "V" key and press insert (or "D" in Maya 2018) to exit Pivot Point manipulation.

 

This should usually be done before creating your Constraints  otherwise you may get some unexpected results. 

 

For character rigging, I usually "Maintain offset" in Orient and Point Constraint Options as seen in the below picture, but you may want a different result in some cases.

maya_2018-07-14_21-05-22.png

Hope this all helps, good luck.

 

Kind regards,

Ed

Message 3 of 5

Anonymous
Not applicable

That solved it and makes a lot of sense. Thanks!

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Message 4 of 5

RooftopAnimation
Advocate
Advocate

Great!  I'm glad it's sorted 🙂

 

If you want to get your controllers in place quicker and are comfortable installing some custom scripts, you can try the options below.  The idea of scripts may be daunting at first, but they can save a lot of time.

 

You can download this:

https://www.highend3d.com/maya/script/ctrl-o-for-maya

It will put controllers at the original pivot point in the correct rotation.  You can also check a box to zero out the controllers upon placement.

 

This is another good one:

https://www.highend3d.com/maya/script/kk_controllers-for-maya

 

For this one, you'll need a custom MEL, zero out script:

 

global proc mGroup()

{

string $selected[] = `ls -sl -l`;

for ($obj in $selected){

parent $obj `duplicate -po -rr $obj`;

}

}

 mGroup;

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Message 5 of 5

Anonymous
Not applicable

Wow, I think these will really come in handy the next time I make a rig especially since I've always wanted to get into scripting in Maya. Thanks a lot!

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