So we're all set with the spine. Let's take a look at the arms and the hands.…So I'm going to go ahead and import some controls.…So you can see we got a control for each shoulder, elbow, and wrist.…You can see those here in the Outliner. For these controls, it's very simple.…I'm just using one constraint and that is an Orient Constraint.…
So very similar to how we setup the spine. I'm just going to first select the…Ctrl, then Shift select the joint, and do Constrain > Orient.…Let's just double check and make sure maintain offset is set.…That's just going to keep the position of the controls relative to the joint static.…It's not going to move the control accidentally.…Same for the elbow, Constrain > Orient, and same for the Wrist, Constrain > Orient.…
And in the Outliner here, I'm just going to set the Hierarchy of those controls,…so the wrists will be parented to the elbow.…The elbow we will parent to the shoulder.…So now when we select the shoulder, we should be able to rotate that arm around,…
- Optimizing, extruding, and sculpting geometry
- Modeling a character's head and body
- UV-mapping the head and body
- Mirroring and texturing
- Setting up the skeleton
- Rigging the head and body
- Skin binding & weight painting
- Controlling animation with scripts in Unity
Skill Level Intermediate
1. Overview of Maya Modeling Tools
2. Insect Character Creation: Modeling the Body
3. Insect Character Creation: Texturing
4. Insect Character Creation: Rigging and Animating
5. Importing into Unity
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