3D Toolkit - Rigging the Legs Part 1 (10/02/25)
Rigging the Legs Part 1
This lesson, we started creating a basic bipedal character rig that's typically used for a background character.
Select rigging from the drop down menu in the top left. This will change the top drop down menus.
Don't worry about scale as it's possible to scale the rigs
Pelvis Joints
Skeleton > Create Joints Reset Tools (make sure the tool is using defaults)
Starts from pelvis outwards
When placing the joints, make sure you're holding X so they snap to grid. This stops numbers appearing in the scales
The triangular shape in between joints represents the bone
When doing something in between like moving leg, joints wont connect. To connect the joints do:
- Select the child first (in this case it's the hip)
- Then select the parent (in this case it's the pelvis)
- Parent them together via Edit > Parent (or P the shortcut)
Mirroring the Leg
Select joint to mirror (hip joint)
Go to Skeleton > Mirror click on the box for options. Pick the YZ and behaviour
You can replace the name of joints by using the search for function. For the legs, we can search for L_ and replace it with R_
Finally, click the mirror option
Creating the IK Handle
Skeleton > Create IK Handle
For the hip, knee and foot select the Rotate Plane option and tick the box for sticky.
For the foot
Select the option single chain and turn off sticky
Use an IK for the ankle to football. Then use a seperate IK for the football to toes.
put one from ankle to football then another from football to toes
You can mirror the IKs
Grouping the IK handles
You can mirror the gorups
Edit > Group (Ctrl G)
Select the group and move the pivot by holding D and V
Group Stabiliser, Hip and Toe
Hold down D and X and move pivot a unit behind heel
Repeat this process for all IKs
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