Quick Start to Rigging in Maya: Volume 1
Welcome to the Quick Start to Rigging in Maya. Quick Starts are a series of specially-constructed courses meant to be followed in sequence and include valuable exercises to reinforce learned concepts. The lesson format for these Quick Starts will be similar to other Digital-Tutors introductory training. We'll go through Maya's rigging tools in a very methodical way, making sure to cover the tools and techniques that are most important in enabling you to get up and running quickly. Each volume of a Quick Start will build upon the previous volume, enabling us to progressively build up a complex project into a finished state. In this initial volume, we'll cover the basics of getting started with the rigging tools in Maya. We'll learn how to create joints and work with Inverse Kinematics. We'll cover skinning tools and ways to improve our deformations with time-saving techniques. We'll also learn about constraints, how to set up control objects, and how to build systems with Driven Keys. While building a project together, you'll be provided with valuable knowledge, and the real power comes from being able to take the techniques you've learned and apply them in a different way to your own work.
What you'll learn
Welcome to the Quick Start to Rigging in Maya. Quick Starts are a series of specially-constructed courses meant to be followed in sequence and include valuable exercises to reinforce learned concepts. The lesson format for these Quick Starts will be similar to other Digital-Tutors introductory training. We'll go through Maya's rigging tools in a very methodical way, making sure to cover the tools and techniques that are most important in enabling you to get up and running quickly. Each volume of a Quick Start will build upon the previous volume, enabling us to progressively build up a complex project into a finished state. In this initial volume, we'll cover the basics of getting started with the rigging tools in Maya. We'll learn how to create joints and work with Inverse Kinematics. We'll cover skinning tools and ways to improve our deformations with time-saving techniques. We'll also learn about constraints, how to set up control objects, and how to build systems with Driven Keys. While building a project together, you'll be provided with valuable knowledge, and the real power comes from being able to take the techniques you've learned and apply them in a different way to your own work. With this in mind, you'll be presented with an assignment immediately following each volume. These assignments will challenge you to take the skills that you've learned in a particular volume and apply them to a different asset. These courses are designed to be taken in sequence so we really encourage you to start with this volume and proceed all the way through to Volume 5, all so you can take advantage of the periodic assignments along the way to get the full learning experience. For an additional learning resource, download your free copy of our Key Rigging Terms Reference Guide and PDF so you can get comfortable with important 3D rigging terminology.
Table of contents
- Building Leg Joints 11m
- Completing Our Work on the Joints for the Left Leg 11m
- Adding Inverse Kinematics to the Leg and Mirroring Joints 7m
- Adding Joints for the Torso, Neck, and Head 9m
- Creating Eye Joints 5m
- Building the Arm Joints 7m
- Rigging the Fingers 8m
- Finishing the Skeleton 3m
- Binding the Character 5m
- Skinning Tools and Techniques 20m
- Establishing a Global Control 4m
- Rigging the Torso 12m
- Setting up the Head and Neck Controls 6m
- Eye Controls 12m
- Rigging the Clavicles 7m
- Controlling the Arms 8m
- Setting up the Leg Controls 7m
- Rigging a Foot Roll 10m
- Finishing Our Foot Roll System 9m
- Controlling the Fingers and Toes 9m
- Cleaning up the Rig 2m
- Volume 1 Assignment 1m