An introductory lecture that overviews what you will learn in Advanced Character Rigging II.
We will be making use of some scripts created in previous videos. We show how to install them here.
The start of our spine process will be the creation of the Hip and Master Control objects and parenting some objects into them.
This whiteboard video discusses the creation and desired control level for the spinal setup.
We now create the spine curve and establish some bones, as well as establish stretch locking on those bones.
Here we create our necessary attached and detached shoulder controls, which we will later blend and match to each other.
The next step is to create the spine controls that allow for curvature control. Here we whiteboard the process.
Now that we've whiteboarded the spine curvature controls, we need to get them created an implemented into our rig.
This video includes whiteboard lecture on the process we will use to implement spinal twist into our rig.
Our spine twist has now been overviewed, and we are ready to jump into Houdini and start getting the controls set up.
With the shoulder controls and twist in place, we need to start looking at how to match the attached and detached controls to each other.
Here we correct an internal problem on our twist when the shoulders are rotated more than 360 degrees.
We now whiteboard how we're going to go about setting up the controls for our character's head.
In this video we create the curve for the neck as well as the initial bones that will make up the base of the neck rig.
With our bones in place, we can now create the controls that will be needed to animate our head, as well as the dynamic parenting system.
We now use the twist angle to control how the bones of the neck will twist along their length.
The last thing we need in order to complete the head rig is to create a head bone for our rig.
This video includes whiteboard lecture on how we will be setting up the eyes for our character, as well as the relevant controls.
With the control systems thoroughly discussed, we can now start the process of creating the controls that we need.
We now cover the process of blending between the attached and detached versions of the eye controls, as well as matching them.
In this video we overview the process of setting up the belly jiggle system portion of our rig.
With the lecture out of the way, we can now set up all portions of the belly system with the exception of the secondary CHOPs motion.
This video demonstrates how to automated the jiggle of our belly using a jiggle CHOP, so that we can use the result in our animation.
Before we collapse everything into a single character asset, there are a few things we need to adjust and clean up in preparation.
We now begin the process of encapsulating our rig into a digital asset, a process that will continue over the next several videos.
This video focuses on the display-oriented parameters for our asset completely established before we move forward.
We now move on to some basic overall controls, such as the Hip and Master controls, promoted up to the asset.
Moving on, we get the various controls for our shoulders established as a part of our asset.
Continuing with asset setup, we promote the requried controls for our spine up to the asse level.
Our next step is to get the belly control parameters promoted up to our asset, and dealing with the automated belly jiggle.
Here we promote the controls for the arm and the wrist up to our new digital asset.
The last part of the arm we need to promote is the controls for the hand, which we establish here.
We now take the controls for the leg and get those promoted up to our asset as well.
This video covers the process of setting up the controls for our head as a part of our asset.
The final addition to our asset is the implementation of the eye controls.
This video concludes and overviews the lessons that were discussed throughout Advanced Character Rigging II.