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3D Computer Animation Fundamental Maya Uncategorised

Week6 Rigging and walking animation

This week we learned how to make joins and skin weight, blend shapes to make facial expressions more flexible, and add more detail to bones, such as bent bones in the elbows and double chins when opening the mouth.

Animating dynamics was a great way to learn how to make a walking cycle. Although it was an animation that I had already done, I still reviewed many of the details.

First, we prepare a human head. Because I wanted to make a handsome man, I made minor changes to the shape of his face.

I made joins in the side view, it has six bones, which require an understanding the human skeletal structure and musculature. I made bones for the neck and head link, bones for the whole head, and bones for the jawbone, and gave each join a corresponding name.

Select the bones that need to be moved, select bind skin in the skin, and set it to “select joins.” The bones will be colored after the bindings have been completed.

Place the eye and upper tooth parent on the head join The lower teeth parent is on the jaw join

Select the brushes in different modes, change the weights in “paint skin weight” mode and then standardize the skin weight left and right by using mirror skin weight.

Open the shape editor and use the sculpting tool to sculpt the facial expressions and muscular variations and create different blend shapes.


Fix the blend shape and join make it together and activate it:


Select the bones to be activated and open the “set driven key” to tie the blend shape to the join by adding a key to the z-axis.

And this is the walk cycle animation:

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