Introduction to Rigging in Maya 2017
This course is an introduction to character rigging in Maya 2017 with an emphasis on bipedal rigging as an in-depth and specific example of the discipline. Software required: Maya 2017.
What you'll learn
Rigging a biped is a complex task, but it's still one of the most commonplace types of animations you'll be expected to know how to do. This course, Introduction to Rigging in Maya 2017, will present many techniques for rigging in Maya 2017 and integrate them with the gestalt of the character. First, you'll plan the rig features you intend to include in the final rig, including FK/IK switchable arms and back, stretchy spine, grouped foot, and shoulder controls. Next, beginning with the hips, you will work down the leg creating IK controls for the legs with knee pole vector and an "inverse grouped" foot. You'll also go over creating controls for the arms and fingers, as well as see an overview of skinning techniques focusing on binding and problem areas. When you're finished with this course, you'll be ready to create rigs while emphasizing feature-based planning as a beginning point to rigging while divining the individual needs of each rig. Software required: Maya 2017.
Table of contents
- Rigging Concepts 9m
- Planning the Rig 6m
- Setting up Naming Conventions 5m
- Joints and Hierarchies 10m
- Using cometJointOrient.mel and cometRename.mel 8m
- Examining the Character Mesh 10m
- Creating the Skeleton 10m
- Finger Placement and Joint Mirroring 7m
- Naming the Skeleton 10m
- Orienting the Joint Skeleton 13m
- Duplicating the DEF Skeleton 7m
- Why Use Two Skeletons? 11m
- Scripting The Constraint Process 12m
- Beginning the Spine Using Spline IK 12m
- Binding the Curve Control Structure 9m
- Adding Twist and Beginning the Neck 7m
- Finishing the Neck by Adding Curvature 6m
- Creating the Head Follow Controls 13m
- Controlling the Eyes Using IK Controls 13m