Rigging Quadrupeds in Maya
In this set of tutorials, we will learn techniques for rigging quadrupeds in Maya. Software required: Autodesk Maya 2014.
What you'll learn
In this set of tutorials, we will learn techniques for rigging quadrupeds in Maya. We'll start by learning how to enhance the Flexi system we created in Advanced Character Rigging in Maya, making it more robust for spines, necks, and areas of the like, while making sure to keep this modular component clean and animator-friendly. We'll then build our creature's skeleton from the ground up, and learn how the Flexi rig can be easily inserted to save us a lot of time. We'll also learn how to create a robust pose tracking system for driving corrective targets, as well as how to script a few tools with MEL to work faster. By the end of this course, you will have the skill set needed to rig your own quadrupeds with confidence. Software required: Autodesk Maya 2014.
Table of contents
- Creating a Flexi System for the Vertebrae and Neck 9m
- Constraining Joints to the Flexi Surface 13m
- Adding Controls to Our Flexi Rig 13m
- Bending the Flexi Rig 10m
- Finishing Our Bend Control 13m
- Advanced Twist Control for the Flexi System 6m
- Creating a Node Network to Regulate Our Twist Control 18m
- Volume Control for the Flexi System 4m
- Setting up a Node Network for Squash and Stretch Control 14m
- Cleaning up and Exporting the Flexi System 5m
- Utilizing Custom Shelves in Maya to Increase Your Productivity 7m
- Creating a Tool to Remove Namespaces 12m
- Building Joints That Will Deform the Creatures Hind Legs 12m
- Adding Joints for the Pelvis and Tail 8m
- Adding Joints for the Front Legs and Scapulae 9m
- Setting up Joints for the Thorax, Head, and Root 6m
- Building Joints for the Ears 5m
- Creating a Global Node and Adding the Flexi System to the Vertebrae 12m
- Inserting the Flexi System into the Neck 9m
- Skinning 10m
- Skinning Techniques 13m
- Developing Your Own Pose Tracker 13m
- Finishing the Pose Tracker 18m
- Creating Corrective Targets for the Deltoids 14m
- Installing Our Pose Tracker 9m
- Setting up Our Space Tracker on the Right Shoulder 6m
- Adding Influence Objects to Jiggle the Thigh Muscles 9m
- Adding Influence Objects to Deform the Fingers and Toes 14m
- Adding IK Systems 5m
- Controlling the Flexi Systems Connected to the Vertebrae and Neck 5m
- Controlling the Head 10m
- Driving the Ears 12m
- Adding Controls for the Scapulae 5m
- Jiggle Controls 5m
- Center-of-gravity Control 7m
- Rigging the Tail 6m
- Creating Leg Controls 10m
- Finishing Our Leg Controls 8m
- Adding Finger and Toe Controls 10m
- Cleaning up the Rig 5m
- Utilizing Maya's IK Spring Solver 6m
- Exploring an Alternate PSD Solution for the Shoulders 8m
- Adding a Global Control Curve and Working with Selection Sets 5m