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# 3.3 Rigging the Legs

In this lesson you will use a similar process to rigging the arms with splines, instead focusing on the legs.

## 5.Conclusion1 lesson, 00:51

### 3.3 Rigging the Legs

Hi everyone, and welcome back to the rig, a rubber host character course. In this lesson, we'll be going through how rig the legs of the character. So again, just looking at the legs of the character here, the way that they have been created is very similar to the way the other objects of the character has been created, which is by using the symmetry modifier. So the symmetry modifier can be found here, like so. And what this does is this creates a mirror of an object that you've created, so anything which is symmetrical, such as the legs, the arms, the eyes, the eyebrows, the mustache, and the ears. And the reason why I've used this is so that I can quickly determine what an object would look like if it were symmetrical. So, we'll need to do a similar process to the legs, as what we did to the arms, which is to remove the symmetry modifier. So, let's go ahead and select this. Click and hold leg, and drag it out of the symmetry modifier. Now, I've renamed this symmetry modifier legs, but we can select it, and delete it using the delete button on my keyboard. And now, we just have one leg, which is here. Now to keep things organized, we'll need to rename this by double-clicking on the leg, and let's rename this R_leg. Again, we'll want to make sure that we use the exact same naming convection as we did for the arm, which is R_ for right and L_ for left. Now, we'll want to create a spline for the leg. Now to do this, we'll want to go to Create &gt; Spline &gt; pen. So I'm just going to click on the middle mouse button here, so that I can go back to the front view. And what I want to do from here is I want to create the spline for the leg. So, one point for the top of the leg, one point for the knee, and one point for the foot. And then just press the Escape button, the keyboard to create the creation of the spline. Now that we've drawn the spline as the same way as what we did with the arm, we'll want to go ahead to our other views again. And just make sure that the spline is created in the right place. So just selecting Spline here. And going over to the side view. I select the spline. Now, I'll just want to create a slight bend for the knee, like so. So, it's just got a slight bend for the knee here. Maybe slightly more. And then, just going back to the perspective view to make sure everything looks correct. Now remember that if you're not happy with the way that you've laid out your points, you can always use the move tool here to readjust how the points look on your character, like so. Right, now also remember that we can also change the type of spline here, so that you can make things easier to adjust the look of the bones for our character. So right now, we've got to Bezier. I find it a lot easier to look at it through linear. But it doesn't really matter at this point, because we don't really have any curves on our spline. Excellent. Okay, next thing that we'll want to do, once we're happy with the way our next line looks, we want to continue to keep things organized. So let's rename this spline by double-clicking on it, and we want to rename this line R_leg.spline. So again, following the same conventions as what we did for the arm spline. So R_ followed by the type, and followed by what it is, so the leg, the spline. Now, what we'll do from here is we will now go and create a spline wrap. So going over to the button here, which is called bend, we want to click on the small little arrow of the button right at the button here, and we can now select spline wrap. Now, I want to bring the spline wrap down to where our leg is, just on top of where our right leg is. And now, we'll just want to select both the spline wrap and the leg by holding the Ctrl button on the keyboard and clicking on the right leg. And then, we'll just want to group these objects by holding Alt+G. Now, it's created a new null with our spline wrap and our right leg inside it. We can double-click on the null, and let's rename this R_leg. Now, let's go back to our perspective, our perspective view and just make that this spline wrap is pointing in the right direction. So we'll want to make sure that it is in -y. Excellent, now we can hide the spline wrap, cuz we don't really need to see it. And let's see if we can make our spline connect to the spline wrap, so just hold and click on the right leg spline. Make sure your spline wrap's selected. Click and hold the right leg spline, and add it to the spline, like so. And once that's been done, you can see that the leg moves slightly. You can see that we've got a slight bend to our leg, representing the knee bend. And now that we've got this all set up, we want to go back to our spline, and we want to create a nice curvature, the same way that we did for our arms. So let's go to type, and instead of linear, let's go to B-spline. Excellent, so now you can see that we've got a nice curved leg. Remember at this point, we can still adjust the way that the spline looks. So if we click on the right leg spline, and make sure that we go to a view where we can see our spline here, we can click on one of the points here. And if we want the leg to bend slightly, a little bit more, we can move the spline like so. And then, once we go back to our perspective view, we can see that clearly. You can see now that we've got a nice right leg and nice right arm. So now that we've successfully created the spline for the leg, which acts for our bones, in the next lesson we'll want to create the control for the legs, so that we can move it properly. See you all there.

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