Introduction to Rigging in Maya 2013
In this set of tutorials, we will take an introductory look into rigging tools and techniques in Maya! We'll start by learning the basics, which include everything from how to establish solid naming conventions to how to work with Maya's joint and IK handle tools. Software required: Autodesk Maya 2013.
What you'll learn
In this set of tutorials, we will take an introductory look into rigging tools and techniques in Maya! We'll start by learning the basics, which include everything from how to establish solid naming conventions to how to work with Maya's joint and IK handle tools. We'll then cover more complicated topics, like setting up an enhanced IK rig, using the Node Editor to create a counter twist rig that preserves volume, as well skin weighting techniques and more. We'll also learn how Maya's interface can be customized to work faster. By the end of the tutorial, you will be comfortable enough to utilize Maya's rigging features to rig your own assets! Software required: Autodesk Maya 2013.
Table of contents
- Choosing Solid Naming Conventions 8m
- The Most Basic Form of Rigging 9m
- How to Modify a Pivot in Maya 5m
- The Joint Tool 11m
- A Look at More of Maya's Joint Properties 14m
- Limiting Joint Rotations 4m
- Creating a Broken-hierarchy Leg Rig with the Help of Maya's Disconnect Joint Tool 12m
- Removing Joints Non-destructively 2m
- The Rotate Plane Solver vs. the Single Chain Solver 7m
- The Spline IK Solver 7m
- Adding Controls to Our Spline IK Rig 10m
- Blending Between IK and FK in Maya 4m
- The Benefits of Working with Groups in Maya 15m
- The Point Constraint 4m
- Utilizing the Orient Constraint 5m
- Working with the Parent Constraint 6m
- The Aim Constraint 5m
- How to Create an Animator-friendly Control Object 11m
- Creating Custom Attributes and Utilizing the Connection Editor 10m
- Utilizing Maya's Node Editor 11m
- Understanding Rotation Order 8m
- Establishing Driven Key Relationships 7m
- The Lattice Deformer 6m
- Smooth Binding Geometry 6m
- Repositioning Skinned Joints Without Affecting Deformations 2m
- Editing Smooth Skin Deformations in Maya 11m
- Smoothing Weights Effectively with Maya's Weight Hammer Tool 4m
- Double Transformations 3m
- Working with Influence Objects 10m
- Mirroring Weights in Maya 4m
- Exploring Maya's Rigid Binding Tool 6m
- Reassigning Influence with Maya's Edit Membership and Paint Set Membership Tools 7m
- Modifying Influences Without Destroying the Deformations of a Rigid Bound Surface 4m
- Smoothing Rigid Deformations with Flexors 9m
- Swapping Geometry After It Has Been Bound 3m
- Morphing Geometry with Maya's Blend Shape Deformer 4m
- Modifying an Object's Input Order 3m
- Editing Blend Shapes 5m
- Customizing Maya's Interface to Work More Efficiently 11m