A skeleton
is made of bones and joints. When you create a skeleton in Maya, you
create a series of joints in the skeletal locations where you want
the character to bend or twist.
A common technique for creating a skeleton is
to create several independent joint chains—one for each
arm, one for each leg, one for the spine/head—then group
the chains together to create a single skeletal hierarchy. In the steps
that follow, you create the joints for the legs.
To create joints for the legs
- Select
Window > Settings/Preferences > Preferences.
In the Preferences window, click the Kinematics
Category. Enter 0.4 for the Joint size, then click
the Save button.
This
displays the joints smaller when you create them in the next steps. At
the default size, 1.0, the size of the joints makes them hard to
position accurately for this character.
NoteThe default joint
size of 1.0 has been used to create the joints pictured in the following
illustrations. The joints you create may appear smaller than those
pictured in this lesson.
- Select
Skeleton > Joint Tool.
This is the tool for creating the joint chains that make up a skeleton.
- In
a side view, click at the hip, knee, ankle, ball of foot, and toe
to create joints at these positions (see the following figure).
Make sure the knee joint is in a position that creates a slight
forward bend. The forward bend ensures that you will be able to
animate the leg easily in a direction natural for a leg.
TipPress
+b (Windows)
or
+b (Mac
OS X) to toggle between default background colors in the scene view.
- Press Enter (Windows and Linux) or Return
(Mac OS X) after creating the toe joint. This completes the joint
chain.
- Select
Window > Hypergraph: Hierarchy.
The Hypergraph is
a convenient place to select, rename, and parent objects. It is
similar to the Outliner, but it has features
tailored for character setup. For example, it depicts all parent-child
relationships in an easy-to-read indented format.
The Hypergraph shows
the default names given to the joints just created: joint1, joint2,
and so on. The joints have a hierarchical relationship. Joint1 is
the parent of joint2, which is the parent of joint3, and so on. Joint1
is the root of the hierarchy. If you reposition joint1, you reposition the
whole joint chain.
In the scene view, joints
are represented by spherical icons. Bones separate the
joints, and are represented by elongated pyramid icons. The narrow part
of a bone points in the downward direction of the hierarchy.
The reason you create
the hip joint first and the toe joint last is to have the hip at
the top of the hierarchy and the toe at the bottom. You’ll usually
want the toe (and other joints) to move whenever you move the hip, but
not necessarily vice versa. In general, joint chains emanate from
the interior of the character outward.
- Rename the joints as left_hip, left_knee,
left_ankle, left_ball, and left_toe. To rename a joint, right-click
the joint name in the Hypergraph and
select Rename from the drop-down menu.
Type the new name and press Enter.
- In the front view, click the left_hip
joint to select it. Move it along the X-axis to the center of the
top of the left leg. (In this lesson, left and right refer to
directions from Jackie’s point of view, not from your view of the
scene.)
As mentioned before,
when you move a joint, all joints lower in the hierarchy move with
it. If you press Insert (Windows and Linux) or Home (Mac OS X) while
a joint is selected, you can move the joint without moving joints
below it in the hierarchy. (To exit this mode, press Insert or Home
again.)
NoteYou may need to rotate
left_hip so that the skeleton fits inside the leg. It’s unnecessary
to fit the skeleton perfectly inside the character, as it won’t be
displayed when you render an image from the scene.
- To create the joints for the other leg,
you can save time and ensure symmetry by duplicating the existing
leg joint chain with mirroring. With left_hip selected, select
Skeleton > Mirror Joint > . In
the options window, turn on YZ for Mirror Across.
Jackie’s legs straddle the YZ plane, so mirroring
the joint chain across the YZ plane positions the duplicate joint
chain in the desired location. This operation illustrates that Jackie’s
original position affects the ease with which you can create the
skeleton. Had Jackie been positioned away from the origin, you would
not have been able to use Mirror Joint conveniently to
duplicate the leg’s joint chain.
- Enter left in the Search
For field and enter right in the Replace
With field.
The Replacement
names for duplicated joints feature automatically replaces
the names of all duplicate joints with the specified joint prefix.
- Click Mirror.
The right leg bones and
joints appear in a mirrored position.
In the
next steps, you create a joint chain for the spinal column. You
also extend a joint from the upper neck region of the joint chain
so that you can animate the jaw.
To create joints for the spine and jaw
- In the side view, use the Joint Tool
as follows to create a series of joints at the locations shown in
the figure:
- Start at the base of the spine near the
existing hip joints (left_hip and right_hip) and end at the top
of the head.
- Make sure you create the first joint
a little bit away from the existing hip joint displayed in the front
view, otherwise the first joint will be connected to the hip joint.
- Press Enter (Windows and Linux) or Return
(Mac OS X) when you are finished creating the joint chain.
With the exception of
the joints at each end of the joint chain, the joints are located
where the character is likely to bend or twist at the spine and neck.
The S-shaped curvature
of the joint chain resembles Jackie’s spinal curvature. This makes
it easier to animate the character’s torso and neck naturally.
- Starting at the base of the spine, name
the joints back_root, pelvis, lower_back, mid_back, upper_back,
lower_neck, upper_neck, and crown.
- To set up the skeleton for jaw movement,
extend a joint from the upper_neck joint as follows:
- With the Joint Tool selected,
click the upper_neck joint in the Hypergraph to
select it.
- Click to create a new joint near the
lips, and press Enter or Return.
- Name the new joint as jaw.
Creating joints for the arms is similar to creating
joints for the legs.
To create joints for the arms
- In the front view, create a series of
joints at the locations shown in the figure. Start at the pectoral
region (near the upper_back joint) and end at the wrist.
- Name the joints left_arm_root, left_shoulder,
left_elbow, and left_wrist.
- In
the top view, select the left_elbow joint, select the Move tool,
press Insert (Windows and Linux) or Home (Mac OS X), then move the
joint to the back of the arm. Press Insert or Home again.
Moving the joint to the
back of the arm creates a bend at the elbow. This will make it easier
to animate the character’s arm in the direction an arm naturally
bends.
- In the perspective view, select left_arm_root.
Select
Skeleton > Mirror Joint.
This creates a copy of the left arm’s joint chain for the right
arm and renames them in the process.
The right arm bones and
joints appear in a mirrored position.