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Character Rigging in Maya
Illustration by John Hersey

Character Rigging in Maya

with George Maestri

Video: Welcome

Hi! I am George Maestri and welcome to Character Rigging in Maya. In this course, we are going to start off with the basic introduction of rigging theory, and then we are going to dive into Maya's Skeleton tools. After that we will take a look at inverse kinematics and the various Inverse Kinematics tools, as well as Maya's Constraint tools, and put all those tools together to create a basic rig for your character. Then we are going to start creating advanced rigging control, such as forward kinematics and inverse kinematics switches, and then we are going to take a look at facial animations; how to create simple eyes, as well as how to create blend shapes for your characters.
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  1. 1m 42s
    1. Welcome
      1m 7s
    2. Using the exercise files
      35s
  2. 8m 21s
    1. Understanding the basic rig
      2m 53s
    2. Rigging theory
      2m 15s
    3. Organizing with layers
      1m 44s
    4. Naming conventions
      1m 29s
  3. 37m 11s
    1. Using the Joint tool
      7m 4s
    2. Modifying joint attributes
      6m 47s
    3. Creating the lower-body skeleton
      6m 45s
    4. Creating the spine skeleton
      5m 57s
    5. Creating the arms
      3m 38s
    6. Creating hand skeletons
      4m 41s
    7. Mirroring joint chains
      2m 19s
  4. 22m 0s
    1. Working with inverse kinematics (IK)
      5m 56s
    2. Understanding IK solvers
      6m 33s
    3. Blending between inverse and forward kinematics (FK)
      4m 52s
    4. Using spline IK
      4m 39s
  5. 21m 3s
    1. Point constraints
      7m 56s
    2. Aim constraints
      5m 10s
    3. Orient constraints
      4m 38s
    4. Pole vector constraints
      3m 19s
  6. 37m 6s
    1. Setting up IK
      4m 15s
    2. Setting up foot controls
      5m 59s
    3. Keeping rigs organized
      2m 51s
    4. Hiding unused attributes
      3m 37s
    5. Creating a hip control
      3m 55s
    6. Controlling knee direction
      3m 2s
    7. Creating spine controls
      4m 37s
    8. Controlling forward kinematics on the arms
      6m 20s
    9. Creating a master node
      2m 30s
  7. 28m 11s
    1. Working with set-driven keys
      4m 38s
    2. Creating custom attributes
      3m 54s
    3. Wiring joints to custom attributes
      8m 2s
    4. Creating an FK/IK switch
      4m 35s
    5. Setting up elbow controls
      2m 5s
    6. Hiding and showing controls
      4m 57s
  8. 24m 46s
    1. Creating simple eyes
      6m 58s
    2. Rigging non-spherical eyes
      7m 49s
    3. Attaching eyes to the skeleton
      3m 18s
    4. Applying blend shapes
      6m 41s
  9. 42m 31s
    1. Binding skin using Smooth Bind
      3m 28s
    2. Testing skin using animation
      4m 36s
    3. Pruning small weights
      3m 53s
    4. Painting skin weights
      5m 47s
    5. Editing skin weights in the Component Editor
      6m 1s
    6. Mirroring skin weights
      2m 2s
    7. Using Interactive Skin Bind
      3m 36s
    8. Refining skin on the upper body
      2m 3s
    9. Using skeletons to create a jaw
      3m 22s
    10. Refining jaw weighting
      7m 43s
  10. 47m 20s
    1. Setting up a control panel
      2m 27s
    2. Limiting controller motion
      6m 15s
    3. Rigging basic facial controls using set-driven keys
      2m 31s
    4. Rigging the jaw using set-driven keys
      4m 22s
    5. Rigging pupil controls
      3m 29s
    6. Controlling eye direction
      3m 21s
    7. Controlling eyelids with expressions
      5m 44s
    8. Using expressions to rig mouth controls
      8m 1s
    9. Creating a smile/frown control using expressions
      8m 56s
    10. Finishing up the facial rig
      2m 14s
  11. 6m 42s
    1. Cleaning up the rig
      2m 25s
    2. Testing the rig
      4m 17s
  12. 25s
    1. Goodbye
      25s

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Character Rigging in Maya
4h 37m Intermediate Feb 16, 2012

Viewers: in countries Watching now:

Character Rigging in Maya provides a basic introduction to rigging theory, and delves into the details of how to create professional, realistic 3D characters. Instructor and animation veteran George Maestri shows how to combine Maya's skeleton, inverse kinematics (IK), and constraint tools to create a basic rig for a character, and how to attach the character mesh to the skeleton using Maya's skinning tools. The course also explores advanced rigging controls such as IK switches and facial animation and how to create a control panel to manipulate the character's expressions. Exercise files accompany the tutorials.

Topics include:
  • Understanding the basics of rigging
  • Creating skeletons
  • Modifying joint attributes
  • Working with inverse kinematics and constraints
  • Rigging characters
  • Using Maya's new HumanIK skeletons/rigs
  • Setting up an FK/IK switch
  • Creating custom facial rigs
  • Binding skin using Smooth Bind
  • Painting and editing skin weights
  • Using expressions to rig a character's mouth controls
  • Controlling eye direction
  • Finalizing a rig
Subjects:
3D + Animation Character Animation
Software:
Maya
Author:
George Maestri

Welcome

Hi! I am George Maestri and welcome to Character Rigging in Maya. In this course, we are going to start off with the basic introduction of rigging theory, and then we are going to dive into Maya's Skeleton tools. After that we will take a look at inverse kinematics and the various Inverse Kinematics tools, as well as Maya's Constraint tools, and put all those tools together to create a basic rig for your character. Then we are going to start creating advanced rigging control, such as forward kinematics and inverse kinematics switches, and then we are going to take a look at facial animations; how to create simple eyes, as well as how to create blend shapes for your characters.

After that, we will attach our character to the skeleton using Maya's Skinning tools, and finally, we are going to do some advanced facial riggings by creating a control panel to manipulate all of your character's expressions. So let's go ahead and get started with Character Rigging in Maya.

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