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Maya 8.5 Character Rigging

with George Maestri

Video: Welcome

An overview of rigging, character geometry, and topology, plus details of how to create professional 3D characters in Maya.
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  1. 10m 12s
    1. Welcome
    2. Exploring the Maya interface
      6m 22s
    3. Working with the exercise files
      3m 4s
  2. 19m 11s
    1. Overview of rigging
      6m 48s
    2. Overview of character geometry
      2m 37s
    3. Overview of character topology
      5m 16s
    4. Staying organized
      4m 30s
  3. 37m 52s
    1. Using the Joint tool
      5m 57s
    2. Manipulating joints
      4m 58s
    3. Creating a skeleton pt. 1: Legs and feet
      7m 10s
    4. Creating a skeleton pt. 2: Spine
      5m 57s
    5. Creating a skeleton pt. 3: Arms
      5m 26s
    6. Creating a skeleton pt. 4: Hands
      5m 24s
    7. Finalizing the skeleton
      3m 0s
  4. 46m 15s
    1. Creating IK chains
      5m 51s
    2. Manipulating IK chains
      5m 36s
    3. Spline IK
      3m 6s
    4. Point constraints
      5m 13s
    5. Aim constraints
      2m 48s
    6. Orient constraints
      4m 19s
    7. Pole vector constraints
      2m 42s
    8. Creating custom attributes
      3m 28s
    9. Creating Set Driven Keys
      5m 40s
    10. Creating expressions
      7m 32s
  5. 49m 32s
    1. Rigging legs
      7m 26s
    2. Rigging feet
      8m 35s
    3. Rigging the spine
      8m 13s
    4. Rigging arms for forward kinematics
      6m 30s
    5. Rigging arms for inverse kinematics
      6m 42s
    6. Rigging hands and fingers
      8m 1s
    7. Finalizing the rig
      4m 5s
  6. 48m 59s
    1. Binding skin
      4m 32s
    2. Painting skin weights
      6m 50s
    3. Editing skin weights in the Component Editor
      5m 37s
    4. Other skinning tools
      3m 0s
    5. Skinning a character pt. 1: Legs
      13m 19s
    6. Skinning a character pt. 2: Arms and torso
      10m 11s
    7. Finalizing the skin
      5m 30s
  7. 52m 36s
    1. Creating a skeleton for the head
      7m 30s
    2. Skinning the head
      2m 33s
    3. Fine-tuning the skin
      10m 6s
    4. Creating Blend Shapes for facial animation
      6m 14s
    5. Applying Blend Shapes
      5m 35s
    6. Rigging the head pt. 1: Creating head controls
      3m 55s
    7. Rigging the head pt. 2: Creating a jaw control
      6m 21s
    8. Rigging the head pt. 3: Creating blink controls
      4m 40s
    9. Rigging the head pt. 4: Creating eye direction controls
      5m 42s
  8. 13m 52s
    1. Hiding unused attributes
      2m 3s
    2. Creating a smooth proxy
      4m 13s
    3. Manipulating the rig
      5m 33s
    4. Going further with the rig
      2m 3s
  9. 1m 6s
    1. Goodbye
      1m 6s

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Maya 8.5 Character Rigging
Video Duration: 0s 4h 39m Intermediate


View Course Description

Maya 8.5 Character Rigging provides an overview of rigging, character geometry, and topology, and then delves into the details of how to create professional, realistic 3D characters. Instructor and animation veteran George Maestri shares his expertise on everything from kinematics to character skinning. Using hands-on examples, he teaches users how to best plan, create, edit, and move an animated character with Maya 8.5. Exercise files accompany the tutorials.

Topics include:
  • Understanding the uses of rigging
  • Creating skeletons
  • Making inverse kinematics and constraints
  • Rigging characters
  • Binding and editing skin
  • Creating a skeleton and skin for a head
  • Finalizing a rig
3D + Animation


Hi, my name is George Maestri, and this is Character Rigging in Maya 8.5. A little bit about me: I have been working with Character Animation for almost 20 years, and I have been doing 3D for probably 15 of that. I have used Maya pretty much ever since it was released, and I used Alias before that. I currently teach Character Animation at Otis College of Art in Los Angeles. And this course is going to be about Character Rigging, and what that means is that we're going to take a model of a character, and we're going to rig it with a skeleton, and then we're going to bind that geometry to the skeleton using skinning, and then we're going to create some controls that will make it very easy for you, or for an animator, to manipulate that character.

So with that in mind, let's get started.

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