Quick Start to Rigging in Maya: Volume 2
Welcome to Volume 2 of the Quick Start to Rigging in Maya, a series of specially constructed courses meant to be followed in sequence and interspersed with valuable exercises to reinforce learned concepts. Software required: Autodesk, Maya 2014.
What you'll learn
Welcome to Volume 2 of the Quick Start to Rigging in Maya, a series of specially constructed courses meant to be followed in sequence and interspersed with valuable exercises to reinforce learned concepts. In this volume, we'll build on the concepts covered in volume 1. We'll start by talking about expressions. We'll discuss the important topic of rotation order, and how it can be used to prevent Gimbal Lock issues. We'll learn a cool technique for cleaning up transformation values on constrained objects, and how to set up dynamic parenting systems to make our rigs more flexible. We'll even get into the topic of Blend Shapes, and learn how they can be used for facial animation. These courses are designed to be taken in sequence so we really encourage you to start with Volume 1 before continuing with this section. We also encourage you to take advantage of the assignments that follow each volume. These assignments will allow you to take what you've learned and apply those tools and techniques to your own projects. Software required: Autodesk, Maya 2014.
Table of contents
- Adding a Foot Bank 10m
- Using an Expression to Driver Our Foot-banking Rig 13m
- How to Choose a Rotate Order 8m
- Cleaning up Transform Values of Constrained Objects 7m
- Cleaning up Transform Values of Joints 7m
- Creating a Dynamic-parenting System 9m
- Setting up Multiple Parents in a Space-switching System 10m
- Animator-friendly Finger Controls 9m
- Finishing Our New Finger Controls 6m
- Making Facial Expressions for Characters with Blend Shapes 10m
- Controlling Blend Shapes 6m
- Volume 2 Assignment 2m