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Learn to rig a car model in Autodesk Maya for use in animation, games, design visualization, and visual effects. Author Adam Crespi starts with an overview of parenting and hierarchy, moving into separating the model into working components. From there, you'll learn about creating controllers, constructing functioning wheel assemblies, and constraining the suspension. Expressions are used to tie the rig components together and add a degree of autonomous motion and rotation. Last, a bonus chapter on materials shows how to add realistic shaders onto the car and tie the controls to functionality such as operable headlights and taillights.
Note: Some experience with polygonal modeling in Maya and beginning knowledge of rigging and constraints will help you get the most from this course.
Hi, I'm Adam Crespi, and welcome to Vehicle Rigging in Maya. In this course, we'll look at constructing a rig for a car. We'll start out by getting the model in shape, checking for any geometry issues, and making sure everything is scaled to the right size, and right place. I'll show you how to do this by importing references using the Free Transforms tool, then I'll show you how to use the align tool to get controllers you created on the right parts of the car. I'll show you how to add non-linear squash deformers on the tires so they squeeze down onto the road correctly, and the right parenting order for the tires and wheel assemblies.
We'll see how to create steering and master car controllers, and put extra attributes on so we have control over the headlights, tail lights and running lamps and turn signals. We'll be covering all these features, plus plenty of other tools and techniques. Now let's get started with vehicle rigging in Maya.
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