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Organizing with layers

From: Character Rigging in Maya

Video: Organizing with layers

As you rig your characters you are also going to want to pay attention to layers. Now layers in Maya is underneath the Channel Box and the Layer Editor. So if we go down here we will see we have our Object Layers, we should be familiar with this by now. But let me go ahead and expand this a little bit. So right now this particular character has a number of different layers. We have the rigging controls on this top layer here. We have the character's Skeleton on this layer, and usually the skeleton is hidden for the character.

Organizing with layers

As you rig your characters you are also going to want to pay attention to layers. Now layers in Maya is underneath the Channel Box and the Layer Editor. So if we go down here we will see we have our Object Layers, we should be familiar with this by now. But let me go ahead and expand this a little bit. So right now this particular character has a number of different layers. We have the rigging controls on this top layer here. We have the character's Skeleton on this layer, and usually the skeleton is hidden for the character.

We also have this character's Geometry, which we can turn on and off, or we can enable if we want to actually select Geometry, but typically, we lock that down so that we don't accidentally select the character's geometry. Now I have some additional ones, I have some blend shapes here. These can probably be deleted. They are extra baggage that we have for the character, they're not critical to having this in the scene, but I'm keeping them there so you have them as reference. But if you were to distribute this, you'd probably delete what's on this layer.

And then we also have another layer here called BGLabels, which is basically just all the text labels in the scene. Now if we want, we could create additional layers, a lot of characters have many layers. So you have different layers of the characters rig, you may also separate out the geometry in two different layers. But the main goal here is to make the rig easy to understand and accessible. So if somebody has to use your rig, they will be able to get it without having to consult you as to how to use the rig.

So remember, using layers is very important in creating rigs.

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This video is part of

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Character Rigging in Maya

63 video lessons · 7522 viewers

George Maestri
Author

 
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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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