First thing Delano showed us how to do was to correctly establish parent/child relationships. You can make an object a parent by first clicking one object (your child), shift clicking another object (your parent), and pressing the "p" key.
Then we needed to learn about correctly placing your pivot point in your object. To move your pivot point you simply have to press "insert" on a regular key board and "fn + right arrow key" on a mac keyboard. Press "W" to move it wherever you'd like. Press the pivot key again after you are finished placing it to get out out pivot mode. This is what it looks like correctly pivoted.
If you want to group all your pieces together select the objects you want to group and press "g".
Next we need to add joints in the robotic arms. Select the "animation" menu in Maya, then click on the "Skeleton" option in the top menu and click on "Joint Tool". It is easier to build the joints in the top view (or front view depending on the rig). Click to create a joint and then click and drag to where you want the next joint to be. When you are finished creating joints press "enter" on your keyboard.
After you have created the joints you will need to parent the object to the joints. Click on the object first and then "shift" click the joint it corresponds with. Once you have parented the object to the joints this is what it should look/move like.
If you want your hand's position to stay locked, simply click on you IK Handle and press "control + a". You can then scroll down to "IK Handle Attributes" and turn the "Stickiness" to "sticky". Now watch what happens.
Next we created control objects. For this tutorial the instructor used a "nurbs circle". When you create the nurbs circle make sure that the move tool is activated. Click in the center box of all the move arrows and then hold down the "v" key. If you hold "v" and middle mouse click you can snap the nurbs circle to the IK Handle.
Next freeze your transforms and delete you history, this makes everything cleaner. Click on your nurbs circle and shift select your IK Handle and then go up to the animation menu and select "Constrain/Point". This will give your nurbs circle control of moving and freeze the transforms of your IK Handle. Then click on your nurbs circle again and shift click your hand and select "Constrain/Orient(options)/Maintain offset". This is how the rig now acts when using the nurbs circle as a control object.
The main point, the lesson was trying to make, was how to attach an object to its joints so that rotating a joint would smoothly rotate and deform your object. Here is a video showing how to skin the arm to the joints.
The last video was just a recap of what we learned following these lessons and the potential that rigging can have on an object. I finished the course, yay!
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