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Character Rigging: Work with Set-Driven Keys in Maya

Working with set-driven keys provides you with in-depth training on 3D + Animation. Taught by George… Show More

Character Rigging in Maya

with George Maestri

Video: Character Rigging: Work with Set-Driven Keys in Maya

Working with set-driven keys provides you with in-depth training on 3D + Animation. Taught by George Maestri as part of the Character Rigging in Maya
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  1. 1m 42s
    1. Welcome
      1m 7s
    2. Using the exercise files
  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 13s
    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 42s
    7. Mirroring joint chains
      2m 20s
  4. 22m 1s
    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 40s
  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 7s
    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 38s
    8. Controlling forward kinematics on the arms
      6m 20s
    9. Creating a master node
      2m 30s
  7. 28m 12s
    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 36s
    5. Setting up elbow controls
      2m 5s
    6. Hiding and showing controls
      4m 57s
  8. 24m 47s
    1. Creating simple eyes
      6m 59s
    2. Rigging non-spherical eyes
      7m 49s
    3. Attaching eyes to the skeleton
      3m 18s
    4. Applying blend shapes
      6m 41s
  9. 42m 33s
    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 2s
    6. Mirroring skin weights
      2m 3s
    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 21s
    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 30s
    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

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Working with set-driven keys
Video duration: 4m 38s 4h 37m Intermediate


Working with set-driven keys provides you with in-depth training on 3D + Animation. Taught by George Maestri as part of the Character Rigging in Maya

3D + Animation

Working with set-driven keys

Now let's talk about some advanced rigging controls, most specifically, set-driven keys. Now these can be used to really add a lot more control to your rig. Now you may have used set-driven keys before, but let's go ahead and do a quick refresher on how to use them, and then we'll go ahead and start using them for more character animation related tasks. So I've got a simple joint chain here and I've got an arrow that we can use as a control.

Now this arrow, we can move it up or down, and we can use that to, for example, control the rotation of these joints. And we're going to do it using what's called a Set Driven Key. Now you can find set-driven keys under the Animation menu under Animate. We have something here called Set Driven Key. In fact, let's go ahead and open up the menu, and when we hit Set it brings up this Set Driven Key menu, and then that allows you to use the attributes of one object to drive attributes in another.

If we take this joint, we can drive the rotation of this joint by the position of this arrow. So, for example, if I wanted to rotate this joint around say, the Z axis, I could load this as the Driven object. It's kind of like a constraint, whereas you have the constraining object and the constrained object. So in this case, we have the Driver and the Driven. So I'm going to load this joint as the Driven object, and then I'm going to click on this arrow and load that as the Driver.

So in this case, I want the joint's Z axis to be controlled, or to be driven, and then I want to be able to move the object along the Y axis. So I want Translate in Y to control Rotate in Z. So I can go ahead and hit a Key. And when I do, you'll see that this lights up and that says that it's actually keyframed. And if I click on this joint, you'll see that the Rotate Z actually has a keyframe.

So now I can move this object to a different position, then select the joint and rotate it to how ever far I want that to be rotated when this object is at that position. Then all I have to do is hit Key again, and now we've got two set-driven keys. So when I move this object, you'll see that when it's at zero, which was the original position, this also is at its original position.

And then as I move this up, it goes only to that point where I set the key, and then it stops moving. Now I don't need to use this just for two keys, I can also do multiple keys. So if I wanted to I can move this down below zero, select the joint again, and maybe rotate it the other way and hit Key. So now I have three set-driven keys. These are basically like animation keys. So when the arrow is here, the joint is here, goes through zero and then here, and then it stops.

So this can really give you precise control over how an object behaves, and you can also tie objects together in a one-to-one relationship. Now if I select my joint which has the set-driven key, and go into my Graph Editor, you'll see that I actually have an animation curve, and when this object here is at its maximum, then this curve here is also at its maximum.

So you can see how Rotate here is connected to Translate. And I can select these curves, and if I want to I can actually move them around, and actually change the way that that in between work. So I have a lot of control over this. Now I can also have one object control many objects. So if I wanted this to bend more than one joint I could just set a set-driven key on this second joint, and have both of them rotate as well.

So those are some of the basics of set-driven keys and we're going to be using them in the next few lessons to control the character's hand.

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