An Essential Introduction to Maya Character Rigging by Cheryl Briggs
Author:Cheryl Briggs
Language: eng
Format: epub
ISBN: 9781317675280
Publisher: CRC Press
Published: 2020-12-05T00:00:00+00:00
h. Duplicate the left_hind_ikPaw_anim by going to [Edit > Duplicate] or press [ctrl+d].
i. In the OUTLINER, double-click on left_hind_ikPaw_anim1 and rename it right_hind_ikPaw_anim.
j. Make sure the pivot of the controller is in the ankle by doing the following: Select the right_hind_ikPaw_anim, then the right_hind_ankle_skin_jnt, and go to [Modify > Match Transformation > Match Pivots]. This will move the pivot of the right_hind_ikPaw_anim into the right_hind_ankle_skin_jnt.
k. With the right_hind_ikPaw_anim selected, set the following in the CHANNEL BOX: ScaleX: type â-1â (this will flip the controller over the right_hind paw).
l. With the right_hind_ikPaw_anim selected, go to [Modify > Freeze Transformations]. (To return both translate and rotate values to 0 and the scale values to 1.)
m. Duplicate the left_hind_ikPaw_anim and the right_hind_ikPaw_anim by going to [Edit > Duplicate] or press [ctrl+d].
n. In the OUTLINER, double-click on left_hind_ikPaw_anim1 and rename it left_front_ikPaw_anim.
o. In the OUTLINER, double-click on right_hind_ikPaw_anim1 and rename it right_front_ikPaw_anim.
p. In the PERSPECTIVE view, select the move tool by pressing (w) and move both controllers forward in Z to the correct location.
q. Make sure the pivot of the controller is in the ankle by doing the following: Select the left_front_ikPaw_anim, then the left_front_ankle_skin_jnt, and go to [Modify > Match Transformation > Match Pivots]. This will move the pivot of the left_front_ikPaw_anim into the left_front_ankle_skin_jnt.
r. Select the right_front_ikPaw_anim then the right_front_ankle_skin_jnt and go to [Modify > Match Transformation > Match Pivots]. This will move the pivot of the right_front_ikPaw_anim into the right_front_ankle_skin_jnt (Figure 6.38).
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