Tutorial 01

Lamp Rigging Luxo Jr Style

  download material files
Step 01            Prepared your model for rigging
  1. Group all Geometry under one empty group call “mesh”. Also take the time to names others element of your scene.  “optional for this tutorials”
  2. Freeze Transformation
  3. Delete History

4. Establish the need for the rig

  • What do you need to control??? (Head , base and middle control.)
  • What can make your live easier when you will animate it? (Control light color and bulb color together)
  • Control easy to understand and animate as well as replaceable.
Step 02            Draw joint bases on modeling physiognomies
  1. From the side view draw some joints from the base to the top of the lamps. 5 joint in total.
  1. Rename them………. In this case we will not rename them. Because this exercise are pretty strait forwards and the fact that they will not have any more joint into this setup.
  2. Set the Local Rotation Axis
    1. Primary X
    2. Secondary Y     (Check where th -+ of the Z react!!!!)

“This naming convention suits my need for clarity.”

 
Step 03            Create Iconic controllers to help select the rig manipulator
  1. Use of NURBS Primitive/Circle or create a EP curve to shape 4 Icons
  2. Name them and place the center pivot of this object on the same position of the joint. Uses snap to be sure they are sharing the same position.
master_ctrl move to joint1
base_ctrl move to joint2
head_ctrl move to joint4
elbow_ctrl move to joint3

4. Freeze Transformation (T,R,S) and delete History
Step 04            Create Ik handle to deform to joint and setup up
  • Create an ik (Rp Solver, sticky) from “joint 2” to “joint 4”
  • Create an ik (Sc Solver, sticky) from “joint 4” to “joint 5”
  • Parent  both Ik to the “head_ctrl“.
  • Now rename those 2 ik as below
    • “body_ik”
    • “head_ik”
  • Parent “joint 1” to “base_ctrl”
  • Parent “base_ctrl”, “elbow_ctrl”and “head_ctrl” to “master_ctrl”
  • Create a pole Vector constrain to manipulate the elbow
    • Select “elbow_ctrl” Controller Object
    • Select “body_ik” Controlled object
    • Then constrain menu / pole vector
Step 05            Parent or parentConstrain the geometry to the appropriate joint
  • Parent /or/ parentConstrain the geometry to the closes joint
  • Observe and adjust if you think you parent the geometry wrongly
Step 06            Springs Cleaning
  • Create 2 layer
    • Create the 1 Layer  for the geometry and call it “geometry”
    • Create the 2 Layer  for the rig and control and call it “rig”
  • Pass each and every “Ctrl and lock undesired channels”
    • Delete unnecessary object
    • Lock and Hide channels that no one will use
  • Hide the visibility for both IK t “body_ik” “head_ik” “joint1”
  • Lock the visibility attribute to prevent user to display it back
  • GroupTogether master_ctrl and mesh group to become a new group call luxoJr
  • Lock and Hide all attributes for this node as it will only be used as container.
 
 
Step 07            Add and connect extra attributes
  1. Create a new shader call Bulb_Phong_Shader
  2. Assign Bulb_Phong_Shader to Bulb geometry
  3. Create extra attributes to control the light main function. On the head_ctrl, add 6 new attributes name as:
attribute name: attribute type:
Light intensity “float”
Cone Angle “float”
Penumbra Angle “float”
Color Red “float”
Color Green “float”
Color Blue “float”

 
4. Use the connection Editor to connect the colors of the light influencing the color of the bulb shader.

  • Open the Connection Editor
  • Select “spotlightShape” and load it on the left “FROM”
  • Select “Bulb_Phong_Shader” and load it on the right “to”
  • Connect together the Attributes “= relation”
 
5. Use same technique for the others attributes.

  • Select “head_ctrl” and reload the selection on the Left
  • Select “spotlightShape” and reload the selection on the Right
  • Connect the rest of the new attributes to the correspondence attributes of the light.
 
 
Congratulation you pass through your first rigging tutorial. Keep practicing is the way to become better “rigger animator”. Keep a creative approach to it and have fun learning.

That’s all Folk’s

J;D

Leave a Reply

Your email address will not be published. Required fields are marked *