'Maya'
 
'Simple Game Rigging '
by S
ean Hewitt


Select the selection handle and move it up (preferably some where outside the skin of the model).


You’ll notice if you go back to object mode you still can’t see the selection handle. We have to select each joint and turn them on in the display menu to see them in object mode.



Place and display all the other selection handles. Place them all where you can easily select them outside the skin, but still associate them with their corresponding joints.


Here’s what you should end up with.


Next is a big pet peeve of mine. Naming your components. You may be the only one working on this character in this case, but it won’t always be the case. Often other people have to work with what you built. Often you have to go back and modify something you made a month or two ago. Naming things in a way that you or others can easily identify quickly makes a world of difference when it comes to getting anything done. Here is an example of my outline before and after naming all my components.




Skinning : This is typically the process I use for skinning. For a simple rig like this I could just select the cog to select all the joints and select the skin. But I prefer to select each individual joint. The reasoning behind this is when I build more complex rigs there are disjointed limbs and joints in the hierarchy not meant to be skinned to but rather drive other joints. So in this case this is more a matter of habit than necessity. So, working my way up the outline I select all the individual joints, and then finally the skin.


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