Triple Arm ControlsNow we need to add controls to the Triple Arm setup.
First let's make a nurbs control cube.
1.
Create>Nurbs Primitive>Cylinder and draw a cylinder on the ground plane
2. In the channel box click the "makeNurbCylinder" options and change the followingshouIK
Degree: Linear Sections: 43. In the channel box change
Rotate Y to 45 4. In the outliner
delete the bottomCap and topCap from the nurbsCylinder object
5. In the attribute editor go to
Object Display>Drawing Overrides and check the box
"Enable Overrides" then UNcheck the box
"shading"6.
Modify>Freeze Transformations and Delete History on the object
Edit>DeleteByType>historyNow
you have a great Nurbs Cube to use as a controller, save this file so you don't have to recreate it again.1. Copy the cube and name the duplicate
shoulder_ctrl_L and snap it to the origin.
2. Select the cube and group it (ctrl+g) and name the group
shoulder_ctrl_L_pos3.
Now move and snap (v) the
shoulder_ctrl_L_pos group to your shoulder_L joint
Parent
shoulder_ctrl_L_pos to the shoulder_L joint
4. On
shoulder_ctrl_L_pos Set the
rotate values to 0 in the channel box.
5. Now you can shape the
shoulder_ctrl_L box to fit the arm.
6. Now unparent
shoulder_ctrl_L_pos (shift + p)
7. freeze transforms on
shoulder_ctrl_L.8. Now you have a Control perfectly aligned with the bone with Zero translations and Zero Rotations.
9. Select
shoulder_ctrl_L and
shoulder_FK_L and constrain>parent
(Repeat this process for the elbow joint.
)Now let's make the hand controller that will orient the hand and an IK controller for moving the wrist with the IK arm.1. Duplicate the original cube and name it
hand_ctrl_L.
Repeat steps 2 thru 5 from above aligning the hand_ctrl_L to the wrist_L joint
2. select
wrist_L joint then
hand_ctrl_L and
constrain:point (This will cause the hand_Ctrl_L to move with the wrist joint)
3. select
hand_ctrl_L then
wrist_L joint and
constrain:orient (This will cause the wrist joint to follow the orientation of the hand_Ctrl)
4. Duplicate the original cube and name it
IKhand_ctrl_L.
5. Do not orient this control just leave it with it's default orientation.
6. Snap it to the wrist joint and freeze transformations.
7. select
IKhand_ctrl_L then
arm_ikHandle_L and
constrain: pointFinally
for all these controls we need to lock and hide all attributes that the
animators won't be using. Do this by selecting the channels you want in
the channel box right-click and select lock and hide selected.