BSA226 - Week 14 | Customizing a skeleton for the ballerina

Last thing before starting animating! Since I just want the ballerina's upper body to move, I don't need an automatic rig like I used for Tingo. Plus I need the rig to be connected to the music box so the music box is able to move the whole model.

Steps I followed:
Under the Rigging Menu click on the Joint Tool and drag from the base to the waist and then to the chest. Then a new joint from shoulder to elbow and to the wrist. Lastly another joint from neck to top of the head.
Then under the Curves Tab create Effectors with the Circle Tool for the base, waist, shoulder, elbow, wrist, fingers. and neck.




Then create joints for the fingers as well. 


Then parent all the fingers to the wrist and the arm and the neck to the chest. The elbow's effector has to be slightly behind and below the elbow.




Then create an IK Handle from the shoulder to the wrist. The white handle should be pointing the elbow effector (if not, move the effector correctly). Then drag the IK Handle inside the hand joint to parent it.




Then select the elbow effector and the ikHandle and select Constrain > Pole Vector. Now this effector can control the direction the elbow is pointing to.


Select the hand joint and the hand effector and select Constrain > Orient. Now we can rotate the effector.




Then add one attribute per finger to the finger's effector.



To control the fingers I followed this tutorial:

https://www.youtube.com/watch?v=6X2DvG1Fl2E

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