Chapter edits - comments in RED are the corrections.
e. Press the (y) key to choose our last tool, click FIRST on the palm joint, and then place 4 joint for the ring finger. Hit enter to finish the chain. Rename the finger joints as follows: ring1, ring2, ring3, ringTip (You can rename the joints easily by selecting joint1 and opening [Modify > Search and Replace Names…] then enter the following: Search for: joint Replace with: ring, and then relabel ring4 as ringTip).
working in x-ray
9. For the FK chain, we will not need all six joints – four should be plenty. We can remove the extra joints from the FK chain one at a time:
13. Repeat this process for the next joint in the spine by doing the following:
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8. Integrate the neck and head into the existing spine controls by doing the following:
a. In the PERSPECTIVE window, select the neck_ctrl, hold down the (shift) key and click the spine_shoulder_ctrl, and press (p) to parent.
ADDED NOTE: Before creating the control system for the arm, make sure to double check the Local Rotational Axis for the 3 joint chains on each side. All three joint chains on the left and all three joint chains on the right should match. The left Local rotational axis should be X to child, +Z as second axis, the right should be mirrored behaviorally, which means -X to child and –Z as second axis.
ADDED NOTE: Maya 2009 has a bug which causes Maya to crash if mirroring joints with ANYTHING parented to them. Therefore you should mirror the FK arm now and repeat 265-267 for the right side.
11. For the FK chain, we will not need the FK_left_forearm joint. We can remove the extra joint from the chain by doing the following:
a. Select the FK_left_forearm joint
f. ii. Under Transform Attributes set the following:
a. Rotate order: choose “XYZ”
In the OUTLINER, hold down the shift key and click on the plus sign (+) next
to the FK_left
ADDED NOTE: Maya 2009 has a bug which causes Maya to crash if mirroring joints with ANYTHING parented to them. If you are using Maya 2009, DO NOT do #23 on pages 268-269! Repeat 265-267 to build the FK arm for the right side.
The picture is unclear. The joints bend forward, NOT down as it appears.
The picture is unclear. The arm bends backward. NOT up as it appears.
ADDED NOTE: You can wait to do #29 until after #31 on page 277, as it clutters up the perspective window to have everything visible at this point.
2. Under Transform Attributes set the following:
a. Rotate order: choose “XZY”
p. 277 BOTTOM of page
ADDED NOTE: Don’t forget to do #29 on page 273 before moving on to #32
32. a. i. In the OUTLINER, select the left_FKarm_ctrl, and while holding down the (ctrl) key, select the IK_left_shoulder and the left_shoulder.
ADDED NOTE: By selecting the left_shoulder last, this makes creating the orientations easier, however the pictures of the outliner in the book will no longer look the same as what you will now have in your outliner.
vii. In PERSPECTIVE view, select the move tool by pressing (w) and click on the x axis (red arrow), hold down the (v) key, position your sursor over the IK_right_wrist joint, and click the LMB and drag it slightly to snap the right_FKIK_switch into place.
d. In the OUTLINER, hold down the shif key and click on the plus sign (+) next to the leftArm_grp to open the hierarchy and display the children.
When repeating the steps, make sure return the FKIK attribute to 0 and start at a. on page 282 to repeat all i-xi.
iv. In the Driven section of the Set Driven Key window, click on left_IKhand_ctrl, hold down the (shift) key and also click on left_IKelbow_ctrl to select them.
ix. In the Driven section of the Set Driven Key window, click on left_IKhand_ctrl, hold down the (shift) key and also click on left_IKelbow_ctrl to select them.
k. In the OUTLINER, click on the left_knee_ctrl with the MMB and drag it onto the left_foot_ctrl. (this makes the left_knee_ctrl child to the left_foot_ctrl.)
a. In the PERSPECTIVE window, select the left eyelid_geo. In the channel box, under the INPUTS section, click on makeNurbsSphere, then go to [Animate>Set Driven Key>Set…]