Rigging Game Characters in Maya
In this collection of lessons we will learn about a wide variety of useful techniques for rigging game characters. Software required: Maya 2011 and higher.
What you'll learn
In this collection of lessons we will learn about a wide variety of useful techniques for rigging game characters. In this course, we will rig a character for a game in Maya. We will cover techniques like setting up our joints to have a consistent orientation throughout the entire skeleton, we will build a twist rig to fix deformations that collapse in animation, we will learn how to create a foot rig with more banking control, and even cover creating a robust and flexible spine rig with advanced twisting. We will also discuss weight painting techniques that help to speed up that process, making it less intimidating and instead more of an enjoyable experience. By the end of this course you will learn rigging techniques that can be applied to any rig you build. Software required: Maya 2011 and higher.
Table of contents
- Setting up the Scene 8m
- Starting on the Skeleton 10m
- Completing the Leg Chains 17m
- Building the Reverse Foot Bones 10m
- Finishing the Reverse Foot Rig 3m
- Foot Bank Controls 14m
- Creating the Foot Controls 16m
- Wrapping up the Foot Controls 12m
- Setting up Knee Controls 4m
- Connect Curves for the Knees 8m
- Starting on the Spine 8m
- Adding Flexibility to the Spine 10m
- Twisting the Spine 9m
- Creating Upper Body Controls 8m
- Finalizing the Spine 15m
- Rigging the Neck and Head 10m
- Beginning the Eye Rig 4m
- Controlling the Eyes 9m
- The Shoulder and Arm Chains 9m
- Finishing the Arm Chain 8m
- Constructing the Hand Bones 9m
- Wrapping up the Fingers 15m
- Shoulder Controls 7m
- Working on the Arm Controls 12m
- Completing the Arm Controls 5m
- Setting up Elbow Controls 5m
- Connect Curves for the Elbows 5m
- Finger Controls 10m
- Finalizing the Finger Controls 7m
- A Global Control Object 7m
- Character Sets for the Control Rig 8m
- Binding the Biker 6m
- Refining the Weights of the Neck and Head 6m
- Final Tweaks on the Neck and Head Deformations 12m
- Correcting the Deformations of the Feet 8m
- Fine-tuning the Deformations of the Legs 16m
- Editing the Spine's Weights 14m
- Rigging the Eyelids 15m
- Rigging the Eyebrows 17m
- Deforming the Jacket Belt 7m
- Finishing the Jacket Belt Rig 4m
- Setting up the Jacket Buckle 12m
- Blocking in the Weights of the Fingers 11m
- Finalizing the Deformations of the Hands 12m
- Creating Twist Joints for the Arms 11m
- Controlling the Twist Joints 14m
- Adding the Twist Joints as Influence Objects 10m
- Correcting the Weights of the Shoulders/Finishing the Rig 19m