Maya Skeleton Setup

 

Setting up a skeleton for your character and binding it to the skin.

 

My name is Larry Neuberger and I am a professor at Alfred State College in Alfred NY. I created these handouts to use in my classes and most of my students found them to be helpful. I now decided to submit them to be published on the web hoping they can help others as well.

 

This lecture will go over creating a skeleton for your character and attaching it to the skeleton using the bind command. We will also be discussing the options for each of the bind tools and the sub-tools that allow you to perfect it. Some of you will be creating characters with two legs, four legs, no legs, etc. The easiest way for me to go over all of this is with a basic human character.

 

First, when modeling your character, you want to be sure that you pose him in a “T” shape before you even attempt to create a skeleton for it (See fig 1.). By doing this there will be fewer alterations when binding and your CV’s will not get intertwined.

 

Fig 1.

 

Once your character is set up you can begin to build the skeleton. Before you start creating the skeleton you want to setup the options for the joint tool. Go to Skeleton > Joint Tool . When the option box is open, set auto joint orient to none (Fig 2.).

 

Fig 2.

 

 

 

This setting makes sure that joints constrain properly when binding to the skin.  Once this is set we can begin creating the skeleton.

 

 

Creating the Legs

 

Now we can begin the actual skeleton. Depending on what kind of character you have, your results will vary. I usually start with one of the legs. Simply click once to start the skeleton, then click each time you want to place a joint and at the completion press enter to finalize it.. See example below for my character’s leg skeleton (Fig 3.).

 

Fig 3.

 

You will notice I did not use the reverse foot method like described in the “primitive man” tutorial in the Learning Maya book. If you wish to use the reverse foot, refer to pages 314 – 320. The reverse foot has you create a second bone structure, connect it to the foot, and add an attribute to control the foots roll. I personally like to keep the skeleton rather simple, animate it, then once my walk is done, go back and animate the foot’s roll by hand. You should do whichever you feel more comfortable with when creating your skeleton. It is also a good idea to name all of your joints when you are done. This makes for easier editing. Use the channel box to name your joints like we learned in earlier lessons.

 

Once you have your leg set up we will want to add an IK handle to it. An IK Handle is a manipulator which makes animating the leg easier. Before we add the IK Handle though, we need to have the leg have a slight bend in it so the handle knows how to control the leg. Simply select the knee joint and rotate it a little to create a slight bend in the leg (Fig. 4).

 

Fig. 4.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Once the bend is completed you will need to set the preferred angle. Setting the preferred angle tells Maya how to control the leg’s movement. In this case we are saying to bend at the knee. Select the whole leg skeleton, then go to Skeleton > Set Preferred Angle. (Fig. 5)

 

Fig. 5.

 

Now that the angle is set, we are ready to add an IK Handle to the chain. Simply go to Skeleton > IK Handle Tool. (Fig. 6) Then click on the top joint, then on the joint where you want to end the bending (the ankle joint). Once that is done you will see a thin line going from the Hip joint to the Ankle joint. This is what you will Use to control the animation of the entire leg. Select the handle and move it to see how the leg reacts (Fig. 7).

 

           

Fig. 6.                                                                   Fig. 7.

 

 

 

We now have an IK Handle set up on the leg and we are almost ready to animate with it. We just need to rig it now. Before we go into rigging it we will just go over what and where a few things are. (Fig. 8)

 

 

The pole vector starts at the start joint, and with the handle vector defines the reference plane.

Because moving the pole vector changes the orientation of the reference plane, moving the pole vector can also change the orientation of the joint chain directly, just as manipulating the twist disc can change the orientation of the joint chain. This is because the joint chain's degree of orientation, or twist, is defined as the difference in orientation between the reference plane and the joint chain plane.

The twist disc is located at the end joint. The twist disc is a manipulator for twisting the joint chain by rotating the joint chain plane.

 

 

 

 
 

 


                           Fig. 8.

 

 

 

The pole vector effects the skeletons rotation around a certain plain. At it’s default settings, the pole vector faces forward and creates an invisible plain that it will rotate around. See figures 9 and 10 below for a better explanation.

 

           

                           Fig. 9.                                                                           Fig. 10.

Fig. 5 above shows the IK Handle pulled up and

the leg deforming properly. You can see it is

almost at the plane of the pole vector.

 

Fig. 6 shows the IK Handle moved above the

plane of the pole vector. Once it moves above

the pole vector the leg is flipped and not

properly aligned.

 
 

 

 

 

 

 

 

 

 

 


What we want to do is change the direction the pole vector is in which will allow the leg to rotate freely and unchanged. To do this, select the IK handle and press the show manipulator button (Keyboard shortcut T). (Fig. 11.) Then move the pole vector so it is pointing inwards facing the body’s center (Fig. 12.).

 

           

                           Fig. 11.                                                                         Fig. 12.

 

Now the rotation plane is going perpendicular through the leg. So now when we move the IK handle to rotate the leg we will have no undesirable changes. The only problem is now the leg is facing inward and kind of pigeon toed. This is where the twist disc comes into play. While the manipulator is showing, use your left mouse button and click and drag to rotate the twist disc so the leg is facing forward (Fig. 13).

 

Fig. 13.

 

Notice how the Pole Vector is now facing inwards. Now if we grab the IK handle and move it, the leg will rotate properly with no negative effect on the skeleton. (Fig. 14 – 15)

 

         

Fig. 14.                                                                Fig. 15.

 

Now that the pole vector is going perpendicular through the skeleton, it will allow it to rotate a full 360 degrees without and deformations or tweaking as compared to before when it was facing forwards.

Setting Limits on a joints rotation.

 

Now that the leg is all set with an IK handle and ready to animate, it is a good idea to set limits on certain joints so it cannot bend to much an over extend itself. Right now, with no limits set, the knee is able to bend more than it should as well as over extend itself (Fig. 16 – 17.).

 

           

                           Fig. 16.                                                                         Fig. 17.

In Fig. 16 you can see the knee bends too

much in the reverse directions.

 

In Fig. 17 the knee hyper extends when pulled forward.

 
 

 

 

 

 

 


We can now set limits on the knee joint so this does not happen and we get a more realistic movement on it. Select the knee joint and open the attribute editor for it by going to window > attribute editor. (Fig. 18.) Once the attribute editor is open, go to the section labeled limit information (Fig. 19.).

 

           

Fig. 18.                                                                Fig. 19.

 

 

 

You can see in the limit information section in the attribute editor, you have minimum and maximum values for the joint.  Select the IK handle and move the leg to the maximum rotation in the reverse direction (Fig. 20.). Then select the knee joint and go back to the limit information in the attribute editor. Press the arrow next to max and then check the box next to it (Fig. 21.).

 

           

Fig. 20.                                                                Fig. 21.

 

You have now set the maximum rotation for that joint. Repeat the steps above for the minimum rotation. Select  the IK handle and move the leg in the opposite direction (Fig. 22.). Then select the joint, go to the attribute editor, and using the same steps as above, set the minimum limit (Fig. 23.).

 

           

Fig. 22.                                                                Fig. 23.

 

That is all there is to it. We now have a leg with an IK chain set up on it which rotates with no tweaks and has limits set to avoid over bending and hyper extension. So if you try to bend the knee backwards by moving the IK handle, you will see it will stop at the maximum limit we just set (Fig. 24 - 25.).

 

           

Fig. 24.                                                                Fig. 25.

 

 

 

NOTE: Now all you would have to do is repeat the same steps for the arms and your skeleton will be ready to go. None of this is necessary nor required when rigging a skeleton, but by spending the extra time to do this, animating will be that much easier for you in the long run.

 

Now that the one leg is complete, we will duplicate it to the other side. There is no reason we need to go do all this work again. Select the entire leg by clicking the main joint (Fig. 26), then go to Skeleton > Mirror Joint . (Fig. 27) Once the option box is open, select the appropriate mirror across selection. If you are not sure, try one at a time until you get the right one.

 

           

Fig. 26.                                                                 Fig. 27.

 

Once you have the appropriate mirror across selection, press apply and the entire joint (along with the limits, IK, Twist Disc, and Pole Vector) will duplicate and mirror to the other leg (Fig. 28).

 

Fig. 28.

 

 

 

Creating the Torso / Spinal Column

 

Now that the legs are set we can work on the torso area. Use the joint tool again to create the spinal column / torso (Fig. 29).

Fig. 29

 

Once you have the torso done, notice all the space to the left and right of the spinal column. Later on when we bind the skin to the skeleton this could cause problems. To help reduce the space from the column to the edge of the skin it is helpful to add a rib cage. This is not required, but once again, extremely helpful and will make animating that much easier and flawless later on.

 

To do this, use the joint tool and select a joint on the spinal column to start with, then click away from it to create the rib bone (Fig. 30). Repeat this until you have a full rib cage (Fig. 31).

 

           

Fig. 30.                                                                 Fig. 31.

 

 

 

 

Creating the Legs and Hands

 

Now we are ready to create the bone structure for the arms and hands. In order to do this we will repeat the steps we used to create the legs which I will go over briefly again.

 

Using the Joint tool (Skeleton > Joint Tool), click joint by joint to create the skeletal structure for the arms and hands. Don’t forget to name the joints using the channel box when you are done.

 

 

 

 

 

 

 

 

 

 

 

 

Once the arms is complete, bend the elbow a slight bit using the rotate tool.

 

 

 

 

 

 

 

 

 

 

 

 

 

Then go to Skeleton > Set Preferred Angle.

 

 

                            Fig. 32

 

                            Fig. 33

 

                            Fig. 34

 

 

 

 

 

 

 

 

 

 

 

Next, go to Skeleton > IK Handle Tool.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Then click on the main joint (the shoulder), then the wrist joint as the end effector. You should now see a thin line connecting the shoulder to the wrist (the IK Handle).

 

 

 

 

 

 

 

 

 

 

 

Select the IK Handle, then press the show manipulator tool and drag the pole vector outwards towards the hand. Remember, the pole vector acts like the top bar on a swing set. By doing this, when you rotate the arm, you will not get any unwanted twists or tweaks.

 

                            Fig. 35

 

                            Fig. 36

 

                            Fig. 37.

 

 

 

 

 

 

Now set the limits on the arm. Select the elbow joint, open the attribute editor and set the minimum limit.

 

 

 

 

 

 

 

 

 

 

 

 

 

Then select the IK Handle, bend the arm inwards, select the elbow joint again and set the maximum limit for that.

 

 

 

 

 

 

 

 

 

 

 

 

Now we can mirror the arm to the other side. Select the Arm’s root joint, then go to Skeleton > Mirror Joint .

 

                            Fig. 38.

 

                            Fig. 39.

 

                            Fig. 40

 

 

 

 

 

Select the appropriate mirror across selection and press apply.

 

 

 

 

 

 

 

 

 

 

 

 

 

Now the arm is mirrored across to the other side.

 

                            Fig. 41.

 

                            Fig. 42.

 

Connecting the Joints

 

Almost finished!!!!! We now have a skeleton, but the arms and legs are not attached to the rest of the skeleton. To do this, start by selecting the leg’s root joint, then shift click on the torso’s root joint (Fig. 43)

 

Fig. 43

 

 

Next, go to Skeleton > Connect Joint  to open the option box (Fig. 44). Once it is open, select parent and select apply to connect the two.(Fig. 45)

 

           

Fig. 44.                                                                 Fig. 45.

 

The difference between Parent and Connect is as follows:

 

Connect Joint

Connects the selected joints and moves the joint chain of the first joint to the position of the second joint. After connecting the joints, use Remove Joint to delete the extra joint.

Parent Joint

Connects the selected joints by inserting a new bone between them.

 

Repeat these steps for the other leg and arms to complete the skeleton (Fig. 46).

 

Fig. 46.

 

 

 

 

 

Constraining a Pole Vector

This is a very simple and effective tool for use with animating. Sometimes when you move an IK Handle on a joint the structure rotate a bit out of proportion. In order to fix it you would have to select the IK Handle, then show the manipulator, then use the twist disc to fix it. This will happen, so it is better to put more work in the skeleton setup and rigging so animation will go smoother, faster, and easier.

 

Go to Create > Locator.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Position the locator behind the joint where you want it placed.

 

 

 

 

 

 

 

 

 

 

 

 

 

Select the locator, then the IK Handle (It most be in this order. If you select them out of order this will not work.).

 

 

 

 

 

 

 

 

                            Fig. 47

                            Fig. 48

                            Fig. 49

Next go to Constrain > Pole Vector.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Now select the locator and move it to test the results. You will see that when the locator is moved the arm rotates. This will help later when animating if your joints rotate out of position. (Something like this will happen, so it is best to do this and be prepared.)

 

 

 

 

 

 

 

 

 

Your finished product should look something like the image to the left.

 

                            Fig. 50

                            Fig. 51

                            Fig. 52

 

 

Now your skeleton is setup, rigged, and ready to be bound to the skin. In the following handouts we will go over the different binding methods. Remember, this may look like a lot of work, but it is well worth it. The time and work you put into the setup and rigging of the skeleton, the less problems you will have when animating. The smoother the rig, the smoother than animation process will be.