Introduction to Rigging in Maya 2008
Establish a solid foundation and learn flexible rigging methods, various rigging and character setup tools, and the essentials of building animator-friendly controls in Maya. Software required: Maya 8 and up (Maya 2008 required to open project files).
What you'll learn
Establish a solid foundation and learn flexible rigging methods, various rigging and character setup tools, and the essentials of building animator-friendly controls in Maya. Popular highlights include: Overview of Rigging Tools; Overview of Skinning Tools; Methods for Parenting Objects; Parent Constraints; Joint Display Settings; Joint Attributes; Adjusting Joint Orientation; Inserting Joints; Nondestructive Joint Removal; Changing Root Joints; Disconnecting Joints; Mirroring Joints; Using IK Solvers; Using Spring Solver; Spline IK Solver; Creating User-friendly Controls; Organizing Scenes with Groups; Adding Custom Attributes; Utilizing Maya's Hypergraph; Connection Editor; Point Constraint Tool; Orient Constraints; Aim Constraint Tool; Set Driven Key Relationships; Smooth Bind Tool; Modifying Smooth Skin Deformations; Avoiding Double Transformation; Mirroring Influence Data; Setting up Proxy Cages; Jiggle Deformers; Creating Flexors; Cluster Deformers; Copying and Pasting Flexors; Bind Pose Node; Wrap Deformer Tool. Software required: Maya 8 and up (Maya 2008 required to open project files).
Table of contents
- Parenting Objects in Maya 12m
- Understanding Joints in Maya 12m
- Exploring Maya's Joint Display Settings 10m
- Delving into Maya's Joint Attributes 11m
- Using the Insert Joint Tool 6m
- Connecting Joints Effectively in Maya Using the Connect Joint Tool 4m
- Changing a Skeleton's Root Joint at the Click of a Button 3m
- Removing Joints Without Destroying a Skeleton 3m
- Using the Disconnect Joint Tool 3m
- Mirroring Joint Chains for Efficiency 8m
- Various Ways of Modifying a Joint's Orientation in Maya 10m
- Understanding Maya's IK Solver System 9m
- Analyzing Maya's IK Handle Attributes / Working with the Rotate Plane Solver 10m
- Utilizing the Single Chain IK Solver 4m
- Working with Maya's Spring IK Solver 8m
- The Benefits of IK / FK Blending in Maya 4m
- Rigging a Joint Chain with Maya's Spline IK Solver 10m
- Manipulating a Spline IK Joint Chain 10m
- Creating and Setting up Animator Friendly Control Objects 9m
- The Significance of Groups in Maya 8m
- Controlling an Object's Position Attributes with Maya's Point Constraint Tool 9m
- Manipulating an Object's Rotation with the Orient Constraint Tool 8m
- Utilizing Maya's Parent Constraint Tool 7m
- Using Maya's Pole Vector Constraint to Simulate Knee and Elbow Movement 5m
- Controlling Rotation with Another Object's Position Using Maya's Aim Constraint Tool 6m
- Creating Custom Attributes and Using Maya's Hypergraph and Connection Editor to Link Attributes 12m
- Setting up and Modifying Driven Key Relationships 10m
- Deforming Meshes with Maya's Lattice Deformer 13m
- Binding Joints to Objects 9m
- Understanding What Double Transformations Are and Ways to Avoid Them 3m
- Editing Smooth Skin Influences with the Paint Weights Tool and Component Editor 13m
- Mirroring Vertex Influences for Efficiency 6m
- Learning the Significance of Influence Objects 11m
- Rigid Binding Meshes to Joints 7m
- Smoothing Rigid Bind Deformations Using Flexors 7m
- Editing and Copying Flexors 6m
- Modifying Rigid Bound Meshes While Preserving Vertex Influences 4m
- Working with Maya's Bind Pose Node 6m
- Using Maya's Powerful Blend Shape Deformer to Morph Objects 13m
- Discussing an Object's Deformation Order / Removing Blend Shapes 8m
- Adding Blend Shapes in Maya 6m
- Painting Blend Shape Weights 7m
- Exploring Maya's Cluster Deformer 12m
- Automating Follow-through Effects Using Maya's Jiggle Deformer 12m
- Bonus: Setting up Proximity Meshes for Bound Objects 10m
- Bonus: Using the Jiggle Deformer Tool on Characters 7m
- Bonus: Driving an Object's Shape with Another Object Using Maya's Wrap Deformer Tool 3m