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Maya Ragdoll Page 1 Dynamic Rigging Tutorial (Aug 2003) Step 1: Make the Proxy objects!
Now we are going to build proxy objects of various body parts underneath it. Proxy objects are those that will be acted upon by the dynamics and drive parts of the body. The proxy objects will be simple so it's easier to solve dynamics on them. Before you do so, add the model to a display layer and template it.
Now start building the proxy objects! Use cubes and build a head, torso, pelvis, forearms, arms, thighs and legs. Place and model these appropriately based on your model.
You can go more detailed and add proxies for hands and feet but for now, let's just use these ones. Don't forget to name them correctly and give them a prefix like "prx" or something. Verify you have 11 proxy objects.
Step 2: Constrain them!
Make sure you have the constraint type set to Hinge. Create or Apply it.
Doing so now made the two proxy objects rigid bodies and attached a Hinge constraint between them. Take a look at the hinge constraint.
The thick line line is vital. This is what the rigid bodies will swing about. Position and rotate this appropriately based on your model.
Repeat this step for the rest.
Remember to position the Hinge Constraints as you would the points of rotations of a real joint. If it doesn't make sense, think of a door hinge and compare it to your knee joint. |