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Rigging a Quadruped in Maya
Illustration by John Hersey

Rigging a Quadruped in Maya

with Jason Baskin

Video: Welcome

Hi, I'm Jason Baskin, and welcome to Rigging a Quadruped in Maya. We'll begin by creating a virtual armature for the character, positioning joints Next, we'll create controls for the head, neck, and ears. Then, we'll add some advanced features, including a more elastic back for Finally, we'll bind the mesh to the skeleton, and We'll cover all these topics and more, as we develop this full animal character rig.

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Rigging a Quadruped in Maya
1h 55m Intermediate Jul 23, 2014

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Learn how to rig a four-legged creature (aka a quadruped) in Maya using a fun example: man's best friend. Jason Baskin shows how to rig an entire dog mesh from start to finish in this project-based course. First, you'll learn how to create a basic skeleton, positioning joints to deform the mesh at specific locations and adding controls for the head, neck, and ears. You'll then rig the hind legs, adding subfoot pivots that allow the dog's legs to connect to the ground when walking and running. Jason also covers more advanced techniques, such as creating a "stretchy" back and head for more energetic animation and controlling the dog's tags with dynamics. Finally, you'll learn how to bind the mesh to the skeleton, and test the rig by putting it through a simple animation.

Topics include:
  • Creating the skeleton
  • Rigging the head, ears, and front and hind legs
  • Working with expressions
  • Adding extended twist functionality
  • Creating an FK/IK tail
  • Making the rig scalable
  • Binding the mesh to the skeleton and painting skin
Subjects:
3D + Animation Character Animation
Software:
Maya
Author:
Jason Baskin

Welcome

Hi, I'm Jason Baskin, and welcome to Rigging a Quadruped in Maya. In this course, we'll rig an entire dog mesh from start to finish. We'll begin by creating a virtual armature for the character, positioning joints within the model, so that we can deform the mesh at specific locations. Next, we'll create controls for the head, neck, and ears. And then we'll move on to the front and hind legs, building controls that will allow the character to plant his feet on the ground when walking and running. Then, we'll add some advanced features, including a more elastic back for exaggerated animation poses and dynamic joints to control movement of the collar tag.

Finally, we'll bind the mesh to the skeleton, and test our character to ensure that it's production ready. We'll cover all these topics and more, as we develop this full animal character rig. So, let's get started rigging a quadruped in Maya.

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