Tutorial 02 - Car rigging 01 - Groups, Curves, Constraints and Pivots
The first step is to find a car that is usable for rigging and animation
Step 01
The first step in the process for the car rig is to check the model -obviously it has to be a car so 4 wheels, 2 or more doors a boot and bonnet and lights.
Front of car (bonnet) is facing the front (use the view cube)
Wheels are sitting on the grid (as accurately as possible)
Mesh is separated so you can group it.
Step 2 - Naming Conventions and Grouping
The first part is to name the Mesh - Name it logically using the drop down bar and option rename at the end of the shelf
Then start grouping your mesh
:-Doors - As you group the doors its important to keep naming the parts of the mesh you are grouping with similar naming conventions to the door
- Boot
- Bonnet
-wheels
Naming conventions and groups, how to use them?
naming conventions -
It up to how you rig as to how you name your naming conventions, in my case I like to abbreviate and shorten words so
frnt_rght_wheel_mesh - front_right_wheel_mesh - either way its right its just up to your preference
doing this will help to keep your organised, its also important to logical , so name the items position, what it is, what it doe, and if its a mesh, GUI, Controller etc
Grouping -
Its important to group your meshes for a few reasons
1 - Groups can have a group pivot
2 - Items in groups can have individual pivots
3 - Helps to stop confusion later on and keep your rig 'organised'
its also important to mention group grouping, which is what I have done with the wheels and doors, because there are more than one but identical items.
Curves, Deformers and constraints - as well as pivots
its up to you how you go about the next step but you need to create a controller for the axis of movement on the rig.
Creating an EP curve
Using the crate - EP Curve tool you want to create a controller for the rig - When you create this you want to make sure there are enough points in the curve for when you add the deformation later
Adding a Deformer to create the actual curve
Using the animation tool bar, you can find the create deformers, non linear and Bend, and add it to the EP curve. From here you need to rotate it so that the straight part of the deformer is following the X axis, and the curve is lying flay on axis.
Its up to you how much you set up the curvature of the EP curve, I prefer something in the middle of so bent the arrow heads line up with the car wheels and to flat that its not noticeable
WHEN DONE DELETE ALL BY TYPE - History - This will delete the bend deformer.
Reposition the pivots for the wheels if you have not already - This is what I said earlier - Items within groups can have individual pivot information as well as one for the overall group
Contraints
Constreaints work similar to parenting, however you select the item you want to be the 'controller' first and then the items you want to folow the 'controller' second
So, select the currve first then. right_front_wheel_mesh followed by left_front_wheel_mesh and go to Constraint - Orient and click the Options box next to it, and set it up for what you want, in this case we are just con-straining to the Y axis (Left and Right movement)
From there the next step is to create a group and naming convention for the controller. From the Image belowe you can get an idea of my naming conventions and how I use them - Its also good practice as a 3d modeller to using naming and naming conventions if you do not already.
As you can see my naming convention for the Left and Right movement of the wheels is
Y_Movement_Left_Right_CTRL
I chose Y because the movement is constrained to the Y axis,
Movement because it moves (orient may have been a better choice or ratation)
Left and Right (because thats what the Controller controls (maybe angle would of been a better option)
CTRL - To indicate its a controller - CTRL is also short for Control on keyboard so it made sense


