ABSTRACT

RULES COVERED Rul e #4: Keep geometry (GEO), controls (CNTRL), and skeletons

(SKEL) in separate groups in the outliner Rule #5: Make controls that make sense to the animator Rule #6: Happy math-controls and joints should be zeroed out

In the previous chapter we created a toothbrush rig. Th is chapter will start with a similar toothbrush that has an additional bend deformer for the low portion of the toothbrush instead of a squash deformer. Begin this tutorial by opening chtp3_Toothbrush_Start.ma . Like Chapter 2’s superhero toothbrush, this rig has a main move group at the top of the hierarchy, then the geometry and three deformer handles. Th e bend and twist deformers only have the attributes open that we want to animate: BendHigh and BendLow each have a curvature attribute; the twist deformer only has the end angle attribute open for the animator to animate with.