1. Rigging the Model

2. Setup the HDA

1. Rigging the Model


Work inside a Subnet on Obj level so that later it can be saved as an HDA.

Bring the model into a Geo node and separate the different parts.

Object Merge each part of the model into its own Geo node.

Using Bones:

Set view to Wireframe in viewport.

Right click in Viewport and type ‘bones’ to enter bones mode.

Click to add bones, press enter to complete chain.

In bones mode, adjust the bones inside the mesh.

Re-name the bones and root null with consistent naming conventions (c,l,r).

Set wireframe colors based on Center, Left, or Right.

Adding Kinematics:

In bones mode, set the type of Kinematics to add in top right of Viewport.

Right click in viewport and click Add Kinematics.

Follow prompts to apply Kinematics to the correct bones.

Re-name the nulls with consistent naming conventions (ik, ctrl).

Modifying Kinematics:

Right click in Viewport and type ‘pose’ to enter pose mode.

Use pose mode to test rig and adjust ‘look at’ objects (ie: twist affectors).

Connect ‘ik’ nulls and ‘ctrl’ nulls in parent/child hierarchy to make a better rig.

Adding Custom Controls:

Make Geometry node, and add custom shape at origin inside.

Align the shape with correct part of the mesh using Obj level transforms.

Add a string of connected ik/ctrls as a child.

Make sure “Keep Position When Parenting” is on when connecting children to parents.

Make a global custom control that affects the entire rig.

Once the rig is set, make sure all node transforms are 0, if not, select “Clean Transforms”.

Mirroring Rigs:

Use the ‘Mirror’ shelf tool under ‘Modify’ tab to copy IK Rigs from one side to another.

Make sure all the parameters at top of Viewport are populated for it to work successfully.

Parenting Rigid Geometry Pieces:

Geometry that doesn’t need to deform can be parented directly to a bone.

Capturing Geometry:

Geometry that needs to deform with multiple bones needs to be captured.

Right click in viewport and type ‘capture geometry’.

Follow prompts to select geometry (mesh) and root object (global controls).

Right click in viewport and type ‘edit capture regions’.

Adjust regions so that they capture entire mesh accurately.


Speed up the workflow:

Edit Capture Weights:

Make only the mesh selectable

Right click in viewport and type ‘edit capture weights’.

Select points that aren’t working properly.

Use sliders inside the bones to determine how much influence they have on those points.

There is also a more advanced way to paint bone weights.

Clean Up:

Turn selectable flag off for anything you don’t need to be able to move.

Hide unnecessary nodes.

2. Setup the HDA