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Chapter edits - comments in RED are
the corrections. |
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Chapter 5 p. 199 e. Press
the (y) key to choose our last tool, click FIRST on the palm joint, and then
place 4 joint for the ring finger. Hit enter to finish the chain. Rename the
finger joints as follows: ring1, ring2, ring3, ringTip (You can rename the
joints easily by selecting joint1 and opening [Modify > Search and Replace
Names…] then enter the following: Search for: joint Replace with: ring,
and then relabel ring4 as ringTip). p. 238 3. Continue
working in x-ray p. 240 9. For the
FK chain, we will not need all six joints – four should be plenty. We
can remove the extra joints from the FK chain one at a time:
p. 245 13. Repeat this
process for the next joint in the spine by doing the following:
p. 246 TOP of PAGE
p. 252 ii. Select
the p. 257 8.
Integrate the neck and head into the existing spine controls by doing the
following: a. In the PERSPECTIVE window, select the neck_ctrl, hold down the (shift) key
and click the spine_shoulder_ctrl, and press (p) to parent. p. 261 ADDED NOTE:
Before creating the control system for the arm, make sure to double check the
Local Rotational Axis for the 3 joint chains on each side. All three joint
chains on the left and all three joint chains on the right should match. The
left Local rotational axis should be X to child, +Z as second axis, the right
should be mirrored behaviorally, which means -X to child and –Z as second
axis. p. 264 ADDED NOTE:
Maya 2009 has a bug which causes Maya to crash if mirroring joints with
ANYTHING parented to them. Therefore you should mirror the FK arm now and
repeat 265-267 for the right side. p. 262 11. For the
FK chain, we will not need the FK_left_forearm
joint. We can remove the extra joint from the chain by doing the following: a. Select the FK_left_forearm joint p.
265 f.
ii. Under Transform Attributes set
the following: a. Rotate order: choose “XYZ” p. 267 i.
In the OUTLINER, hold down the shift key and click on the plus sign (+) next
to the FK_left p. 268-269 ADDED NOTE:
Maya 2009 has a bug which causes Maya to crash if mirroring joints with
ANYTHING parented to them. If you are using Maya 2009, DO NOT do #23 on pages
268-269! Repeat 265-267 to build the FK arm for the right side. p. 271 The picture
is unclear. The joints bend forward, NOT down as it appears. p. 272 The picture
is unclear. The arm bends backward. NOT up as it appears. p. 273 ADDED NOTE:
You can wait to do #29 until after #31 on page 277, as it clutters up the
perspective window to have everything visible at this point. p. 274 2. Under Transform Attributes set the
following: a. Rotate order: choose “XZY” p. 277
BOTTOM of page ADDED NOTE:
Don’t forget to do #29 on page 273 before moving on to #32 32. a. i.
In the OUTLINER, select the left_FKarm_ctrl,
and while holding down the (ctrl) key, select the IK_left_shoulder and the left_shoulder.
ADDED NOTE:
By selecting the left_shoulder
last, this makes creating the orientations easier, however the pictures of
the outliner in the book will no longer look the same as what you will now
have in your outliner. p. 281 vii. In
PERSPECTIVE view, select the move tool by pressing (w) and click on the x
axis (red arrow), hold down the (v) key, position your sursor over the IK_right_wrist joint, and click the
LMB and drag it slightly to snap the right_FKIK_switch into place. d.
In the OUTLINER, hold down the shif key and click on the plus sign (+) next
to the leftArm_grp to open the hierarchy and display the
children. p. 283 When repeating
the steps, make sure return the FKIK attribute to 0 and start at a. on page
282 to repeat all i-xi. p. 286 iv.
In the Driven section of the Set Driven Key window, click on left_IKhand_ctrl, hold down the (shift) key and also
click on left_IKelbow_ctrl to
select them. p. 287 ix.
In the Driven section of the Set Driven Key window, click on left_IKhand_ctrl, hold down the (shift) key and also
click on left_IKelbow_ctrl to
select them. p. 308 k.
In the OUTLINER, click on the left_knee_ctrl with the MMB and drag it onto the left_foot_ctrl. (this makes the left_knee_ctrl child to the left_foot_ctrl.) p. 323 a.
In the PERSPECTIVE window, select the left eyelid_geo.
In the channel
box, under the INPUTS section, click on makeNurbsSphere, then go to
[Animate>Set Driven Key>Set…] |
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