Just put the whole model in a group named: ‘geo’, make it look into the Z+ axis
We need to have the 4 wheels as its own geo and not merged together.
Guide Setup
Car Template
We are going to be using the car template, ill explain block by block so it’s easy to follow. Don’t worry if this seems intimidating, there is a bunch of info that you need before rig.
Blocks
Cluster Trick
For easy placement, we can use the cluster trick! Just select vertices, edges, or whatever is in the pivot we want, create a cluster, and then match transformation only! Easy placement!
BaseA
Will Create a Global, Mover Ctrls and the rig groups for us. Nothing to do here except maybe the scale that can be modified later…
Root
Will create a joint at 0, 0, 0. Useful? Maybe? We don’t really use it but is there in case we do.
Import MT
This code is the code we need to import mt commands, which are the commands we use in the Mutant Tools API, you can copy and paste it to make your custom rig code.
COG
We place the locator in the middle of the car. The car can have a lot of visual chaos so we need to make sure we clean the curves later and the middle of the car is a great option to compensate for the drift and more complex movement.
Chasis
For the chassis and for most of the guides we use the cluster trick to easily place them, Just create a cluster and match the translation to the guide, and that is it. The main Chais goes in the middle of the car and the Front and Back go where the wheels turn, this is important since this works for parents for other blocks, so should be as perfect as possible.
Front and Back Trunk
The front trunk is where the engine lives and in this case ill use the back one for the extra wheel on the back but should be where the back trunk is!
Doors
This car doesnt have doors but the guide is simple, I’ll probably just delete the block but to make the example I just place them where the doors should be.
Windows
Again a bad example but same thing.. just place them at the pivot point
Mirrors
Where the mirror pivots are… Make the axis aim at the child so it’s easy for the animator and keep the end one oriented to the world if possible.
Front and Back Wheel
Same Trick, Cluster > Place Guide
WheelPush
On this one is where it gets a bit more complex. We need to set the wheel go for it to work… Nothing hard just to keep it in mind.
Select Faces > Rig UI > Set Selection
Seats
Seats Fk Controllers… Nothing Fancy again.
Steering Wheel
The important part here is to make sure that the Wheel is oriented correctly since if is not animation department will hate you!
Auto Wheel
The template is already set up for you. Will make the desire Ctrl an auto rotation for the wheels, so when moving on the Z axis the wheels will rotate automatically.
Drift
Drift will create Dynamic Pivots on the Front and Back Chasis controllers, so animators can move the cars from where they need to. Nothing to change here.
Load Blocks
I don’t use them but they are in the template…
Unselectable
Will make the ‘geo’ group unselectable and create some attributes to overwrite it.
Dinamic Scales
Will create 7 scale Controllers in case you need them
Code Block
If you feel like a hacker you can use them to add custom scripts. This rig is going to be empty.
You can code with Mel or python and can be as hardcoded as needed…
Change Colors
Will update some colors to match the desired look of some animator friends.
The format is: ctrl:color Not all colors are available, Just try the basic ones in case you feel artistic.
Build
Mirror Shapes
FOr updating the shapes just do it manually but only for the Left side, then you can just go to File > Mirror Ctrls and will mirror them for you
Update Shapes
Feel free to change any colors or shapes using the Tools UI.
Skinning
Skinning is super easy since it’s hard parts only.
You can find all the bind joints using the ending ‘*_Bnd’ or going to the Bind_Joints_Grp. If you feel overwhelmed by the amount just go from top to bottom on the outliner, always baby steps are the best way to finish something boring.
Wheel Input Order
For the wheel push to work, we may need to update the input orders to make the skinning compute first and then the lattice.
Complete
Go to helpers UI an hit Complete so its cleaner and ready to use!