1. Rigging
Step 1
Start Maya and open the file which was saved in the last part of the tutorial. Select the bone ear.lower.L and hold down the Shift key.
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Step 2
With the shift key held down, select the head bone and then go to Make Parent (Alt-P) > Keep Offset.
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Step 3
Select the arm.upper.L bone and hold down the Shift key.
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Step 4
With the Shift key held down, select the chest bone and then go to Make Parent (Alt-P) > Keep Offset.
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Step 5
Select the leg.upper.L bone and hold down the Shift key.
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Step 6
With the Shift key held down, select the torso bone shown and then go to Make Parent (Alt-P) > Keep Offset.
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Step 7
Select the torso bone and hold down the Shift key.
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Step 8
With the Shift key held down, select the root bone and then go to Make Parent (Alt-P) > Keep Offset.
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Step 9
Select the feet.L.IK bone and in the bone tab, untick Deform.
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Step 10
Select the hand.L.IK bone and in the bone tab, untick Deform.
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Step 11
Switch to Pose mode.
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Step 12
Select leg.lower.L and on the Bone Constraint tab, add a new Inverse Kinematics.
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Step 13
Select the feet.L.IK for the Bone: slot
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Step 14
Select feet.L bone and add a new Copy Rotation constraint.
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Step 15
Put feet.L.IK for the Bone: slot.
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Step 16
Switch to Edit mode and select the circle shown and snap Cursor to Selected (Shift-S).
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Step 17
Select feet.L.IK bone and snap Selection to Cursor (Shift-S).
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Step 18
Ensure the result is as shown below.
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Step 19
Select the circle on hand.L bone and snap Cursor to Selected (Shift-S).
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Step 20
Select hand.L.IK bone and snap Selection to Cursor (Shift-S).
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Step 21
Ensure the result is as shown below.
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Step 22
Switch back to Pose mode and add a new Inverse Kinematics constraint for the arm.lower.L bone.
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Step 23
Select the hand.L.IK for the Bone: slot.
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Step 24
Select hand.L and add a new Copy Rotation constraint.
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Step 25
The bone should look as shown below.
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Step 26
Select hand.L.IK and grab it around to test. Do the same for feet.L.IK.
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Step 27
Select hand.L.IK and feet.L.IK bone (To select multiple bones, hold Shift).
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Step 28
Select root bone last and go to Make Parent (Ctrl-P) > Keep Offset.
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Step 29
Now the IK should work perfectly.
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Step 30
Go into Edit mode. Reset the 3D Cursor (Shift-C). Box select (B) the bones as shown below.
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Step 31
Set the Pivot Point to 3D Cursor.
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Step 32
Duplicate (Shift-D) the bone and mirror in the X-axis (X > -1).
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Step 33
Rename each bone as shown in the following image.
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Step 34
Switch to Object mode and select the rabbit.
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Step 35
Select the armature and Set Parent to (Ctrl+P) With Automatic Weights.
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Step 36
Select Armature.
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Step 37
Select the rabbit too and switch to Weight Paint (Ctrl-Tab).
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Step 38
Select the paint tool and set it to Add.
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Step 39
Enable X Mirror.
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Step 40
Start painting weights.
Step 41
Fix the weights on each bone using the Subtract or Add.
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Step 42
This is an example of how a weight should affect the mesh.
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Step 43
Test the IK Bone.
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Step 44
Fix the weight issues if any.
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Step 45
Now the result is smoother.
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Step 46
Test the leg IK.
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Step 47
Select the hand IK and reset the position (Alt-G) and rotation (Alt-R).
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Step 48
Select the bone and fix weights accordingly.
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Step 49
Result is as shown below.
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Step 50
Continue the process for each bone until you are satisfied with the result. Test this by posing the model.
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Conclusion
That's all for this tutorial series, I hope you enjoyed this series and please do feedback your experiences, below.
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