#RiggingInMaya | Part 10 | Spine FK & IK Systems

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Published 2021-12-03
Hello and welcome in my #rigging in #Maya series.

We have the controls, and the control joints are in place, so let’s build the main spine rig.

For this character we are going to give the animator both IK and an FK controls, but with the IK spine we are going to use spline IK.
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00:00 Introduction
00:12 Channel Support Options
01:17 Additional FK Controls
01:43 Control Organisation
02:26 Control Cleaning
04:44 FK Spine Controls
07:25 COG Control Support
08:46 IK Spine Control Joints
14:57 Spline IK
17:46 Adjust Spine Influence
18:54 Spline Twist & Roll Support
28:38 Root Control Support
32:04 Join the antCGi Club
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Tools Used -
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All Comments (21)
  • @wadalapichu4873
    i love how most of the time when im exploring a thing i havent done and get stuck, i search for it and you have a video talking about it, thanks a lot, really well explained
  • @wolfsch
    This is a goldmine as always, thank you!
  • @antCGi
    Thanks for watching and remember, if you find these videos useful why not hit that THANKS 🙏 button above. If you have any questions please post them in the Discord 👾 server - discord.gg/StbDx4D - You will find me in the Members Only area, and you can get exclusive access here www.antcgi.com/antcgi-club
  • @kevinkiragu8731
    Great tutorial guys let me save you some time 1. for twist action use the twist controls 2. make sure the spine group is centered on the grid instead of the cog 3. joint orient should always be crossed checked with rotation value from offset parent matrix for non redundant value additions that move the joint. 4. check the controllers for any missed offset values.
  • @FrederikHoeimark
    Messing around with the finished rig, I noticed that the IK and FK transition on the spine moves a bit. This is due to how the cubic spline interpolation works, and is the most noticeable depending on how curved your spine joints are. It essentially means either you make a completely straight spine, or you just don't swap between IK and FK on the spine. Just wanted to clarify on that so you don't spend hours trying to figure out why the spline doesn't connect to the original position despite you giving it the exact coordinates. That's all. If I am wrong about anything please jump in and correct me.
  • @Maora7110
    for the roll and twist, i think the simpler option is to enable the twist controls in the attribute editor, and set up de parameters, the shoulder and hip ctrl etc then works perfectly like yours but just with this option
  • @piyushsoni7461
    Cog was also added in hip twist pma if someone is wondering, he forgot to add in video
  • @kbachani229
    I have been watching your tutorials for a while but I am still a little confused about the IK spine setup. The IK spine setup is parented in the same way as an FK spine system but with the ability to change its position. It doesn't make much sense to parent the shoulder controller to the chest controller to the lower spine controller because once you move the lower spine, everything moves. And you can't just move the chest control and leave the shoulder control in place. So is there any benefit to putting them all in a hierarchy and is there a way to set each one of those controls up to manipulate the rig independently from one another? Also something I might have missed if it were in the later tutorials but how would you go about matching the IK and FK systems? I know it can't be matched exactly as there might be cases where the FK system would be twisted in weird ways and some spine locations would be hard to reach. But is there a general matching so that the IK and FK between animations look roughly similar? Thanks for your tutorials and help.
  • @mdmpzero
    there's a step missing in this. we hadn't driven the ik fk switch in the previous sections.
  • good morning @antCGi this column system can be used for a cartoon character column?
  • @wen878773
    wondering why the shoulder is bind on the neck joint not the on the one below which are more close to actually shoulder is ...
  • @TeslaPigeon
    @17:45 somehow my IK handle does not affect mesh, though new controllers bend curve well and FK works too. Why spine curve might not affect mesh at all?
  • @8:25 Just by setting up the translates and rotates from the controls to the joints, I was able to move the torso IK switch controller and have the FK joints follow somehow, my model stretches up high in the y axis if I try the parent matrix grid connection on the pelvis. Will I run into trouble later with your video if I keep it this way?
  • @Hoberpopkin
    I feel like I missed something. how is the COG control also controlling the twist? What's the connection between the COG and the pelvis and hips ik controls?
  • @geosesame6162
    For th IK, I don't get the necessity to create 3 more joints instead of using ik handle on the existing pelvis_ik joint -> neck_ik joint
  • @baudmarch3925
    Hello ! When connecting the pelvis world matrix 0 to the pelvis fk joint OPMatrix, it would offset said joint by the distance between World 0 and my controller, since the controllers transforms and OPM where at 0 on all translates (the controller being a child to the cog and located in the exact same spot as the cog) I don't know why it work in your case. I could fix it by simply using the controller's XForm Matrix instead, although that meant keeping the joint orient. It seems to work fine but I don't know if it is ok to use the XForm Matrix ... Do you ? Thanks in advance
  • # ~ Put the script into your \Documents\maya\scripts folder. # ~ Restart Maya. # ~ Create a new button on the shelf with this command - # # import antcgiRibbon # antcgiRibbon.antcgiRibbonUI() I applied it as described, but only an error occurs. " # Error: ModuleNotFoundError: file C:/Users/anchu/Documents/maya/2022/scripts\antcgiRibbon.py line 11: No module named 'pymel' " Please tell me why.