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Cleaning up the leg rig
Delano Athias

Pluralsight

Delano Athias
Let's clean up our leg rig. At this point, we'll want to go through and remove any unwanted channels. So on our knees, we only need our translate channels. We can lock and hide everything else. So we'll clean those up. We've already taken care of that on our foot controls. And as far as our curve offset controls are concerned, we don't need to go through and clean those up. You can if you like, but it's not necessary. So I'll leave them as is. What we'll now need to do is create our connect curves so we can always keep track of where our knee controls are. As we start to create complex animations, it's very easy to lose a control, believe me. So this curve connect object we're about to create will help us to avoid that. Let's get right to work. We will hide our polys. And we'll grab both knee controls and show their local access handles. That way we have something to snap to. Next, let's grab our CV Curve tool. We can start with the left side. We will connect from the knee to the control object. Let's do this again for the right side. We'll rename these curves to Ccnt-- for curve connect-- rknee01. We'll copy the name and use that to rename the left side. With both curves selected, let's head over to Edit, Channel Control, and we'll add a template channel. That way when we're finished, we can turn on template, and no longer are these curves selectable. All right, great. So how are we going to connect them to our knee and to our knee control? Well, we can use clusters for that. So let's grab both curves. We use our Hotbox and chose Edit Curves. It's going to cut off in the video, so I'll tear off this menu. From there, we choose Selection, Cluster Curve. All right. So now we have a cluster tied to each point. Let's take a look at our Outliner. All right. So we can now go through and rename these clusters. So let's start with this one that is selected, tied to our knee control. That's going to be cl_r, followed by the object it's associated with, which is our knee control. So that's going to be kneectrl01. I'm going to copy the name, and the next one will be renamed to kneejnt, since it's tied to the knee joint. All right. Let's rename the left side. So I'm going to copy the name, and this one's for the left knee control. Let's switch that R to an L. And once that's renamed, we can take care of the last cluster, which is tied to the knee joint. OK, great. So at this point, we can point-constrain these clusters to their respective objects. So we can start with the left knee control. We'll grab it, grab its cluster, and point constrain. Let's now grab the knee, grab its cluster-- there it is-- point constrain. And we'll take care of the right side. So that's the knee control to the clusters, the knee control, knee joint, and then we'll grab its cluster. There it is. All right, great. So let's take a look at this. When we grab our knee control and start to move that around, the curve will always follow. Great. Let's grab both curves, and now we can go ahead and turn on their template channels. All right. Now let's talk about storage. So it'd be a good idea to clean these up and have them stored in extra nodes. Let's create two extra groups. They will be labeled extra to show, extra to hide. We'll want the connect curves to be stored in extra to show. That way they're always visible. The clusters, we can store in extra to hide, and they'll all be stored in this extra nodes group, just to clean things up. All right. So with nothing selected, press Ctrl-G. And now we can duplicate this node. The first node will be renamed to extratoshow01. We can get rid of our transform channels and just leave visibility. I'll copy this name and use that to rename the next node, so that's extratohide. And again, we'll get rid of our transform channels. All right. Let's go ahead and take them both and have them stored underneath extra nodes. And then what I'll do what the clusters is group, the world group. If we just parent them to the extra nodes group, they'll have a group for each of them. And that's really just extra nodes that we don't need to be concerned with. So I'll just take care of their grouping for now. Rename the group grp_clsccnt_knees01. And again, if you'd like, you can remove your transform channels. Not a big deal here. It's going to be stored underneath extratohide. All, right great. So at the end of this, we'll want to just hide that group, and that cleans things up for us. All right. Let's grab our connect curves and store them in extratoshow. And now if we were to collapse our character node, everything should be clean, which is great. OK. Great. So we have our knee controls taken care of. Everything is stored. So in the next lesson, we're ready to start rigging our robot's wheels. So again, once the wheels are rigged, we can move to the spine, and we're just about there.
In this tutorial, we will learn the methods that were used to rig the transforming robot. Throughout these lessons, we will learn the tools and techniques used in the setup process of both our robot and truck. The goal is to break this complex idea down into a simple, and manageable form. We'll cover the rigging process in its entirety, and along this journey, we'll be introduced to several tools that will help make this all come together efficiently. By the end of the course, you'll have the set of skills needed to rig your own transforming robot.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
00:49
Starting on the robot's rig
2

Starting on the robot's rig

 
08:10
Rigging the robot's left leg
3

Rigging the robot's left leg

 
13:49
Completing the left leg's base rig
4

Completing the left leg's base rig

 
15:30
Creating a hip joint and mirroing the left leg
5

Creating a hip joint and mirroing the left leg

 
05:38
Starting the foot roll rig
6

Starting the foot roll rig

 
09:51
Connecting the reverse foot rig
7

Connecting the reverse foot rig

 
10:26
Extra joints for toe bend control
8

Extra joints for toe bend control

 
04:56
Connecting the leg and hip meshs
9

Connecting the leg and hip meshs

 
13:59
Primary leg controls
10

Primary leg controls

 
08:54
Organizing the rig
11

Organizing the rig

 
04:42
Starting on an animator-friendly foot roll rig
12

Starting on an animator-friendly foot roll rig

 
07:34
Wiring the foot roll's plusMinusAverage nodes
13

Wiring the foot roll's plusMinusAverage nodes

 
09:26
Finishing the foot roll rig
14

Finishing the foot roll rig

 
06:21
Toe bend controls
15

Toe bend controls

 
10:51
Knee controls
16

Knee controls

 
07:54
Cleaning up the leg rig
17

Cleaning up the leg rig

 
07:45
Rigging the wheels connected to the robot's legs
18

Rigging the wheels connected to the robot's legs

 
07:37
Finalizing the leg wheels
19

Finalizing the leg wheels

 
10:53
Creating a hip control
20

Creating a hip control

 
07:13
Rigging the wheels connected to the robot's hip
21

Rigging the wheels connected to the robot's hip

 
06:48
Constraining the wheel geometry connected to the robot's hip
22

Constraining the wheel geometry connected to the robot's hip

 
04:23
Dynamically parenting the hip wheels
23

Dynamically parenting the hip wheels

 
10:03
Chest control
24

Chest control

 
08:21
Completing the chest rig
25

Completing the chest rig

 
10:15
Setting up the wheels connected to the back
26

Setting up the wheels connected to the back

 
06:13
Custom attributes for the back wheels and connecting the back rails
27

Custom attributes for the back wheels and connecting the back rails

 
06:30
Dynamically parenting the back wheels
28

Dynamically parenting the back wheels

 
03:00
Constraining the spine geometry
29

Constraining the spine geometry

 
05:45
Creating a center-of-gravity control
30

Creating a center-of-gravity control

 
03:36
Rigging the neck's base plates
31

Rigging the neck's base plates

 
06:12
Setting up the robot's main neck plates
32

Setting up the robot's main neck plates

 
06:48
Re-orienting the neck joints
33

Re-orienting the neck joints

 
01:56
Rigging the neck with inverse kinematics
34

Rigging the neck with inverse kinematics

 
07:36
Optimizing the scene
35

Optimizing the scene

 
02:03
Rigging the robot's head
36

Rigging the robot's head

 
08:49
Custom attribute for the neck's base plates
37

Custom attribute for the neck's base plates

 
02:41
Starting on the arms
38

Starting on the arms

 
07:27
Setting up the elbows
39

Setting up the elbows

 
09:07
Adding arm controls
40

Adding arm controls

 
05:08
Constraining the arm groups and connect curves for the elbows
41

Constraining the arm groups and connect curves for the elbows

 
10:14
Dynamically parenting the arms
42

Dynamically parenting the arms

 
02:27
Rigging the fingers
43

Rigging the fingers

 
08:01
Connecting the fingers
44

Connecting the fingers

 
03:11
Creating finger controls
45

Creating finger controls

 
05:38
Wrapping up the hands
46

Wrapping up the hands

 
12:29
Starting to rig the arm pistons.
47

Starting to rig the arm pistons.

 
06:39
Finalizing the pistons
48

Finalizing the pistons

 
12:20
Finishing the robot's rig
49

Finishing the robot's rig

 
08:00
Beginning the truck's rig
50

Beginning the truck's rig

 
03:14
Rigging the truck's wheels
51

Rigging the truck's wheels

 
04:13
Automating the wheel rotation of the truck
52

Automating the wheel rotation of the truck

 
07:14
Finishing the wheel rotation expression
53

Finishing the wheel rotation expression

 
02:53
Rigging the truck's body and controlling the front tires
54

Rigging the truck's body and controlling the front tires

 
05:14
A technique for simulating tire pressure
55

A technique for simulating tire pressure

 
03:21
Wrapping up the tires
56

Wrapping up the tires

 
08:40
Finalizing the transforming robot's rig
57

Finalizing the transforming robot's rig

 
07:08