Maya 8.5 Character Rigging
Maya 8.5 Character Rigging provides an overview of rigging, character geometry, and topology, and then delves into the details of how to create professional, realistic 3D characters. Instructor and animation veteran George Maestri shares his expertise on everything from kinematics to character skinning. Using hands-on examples, he teaches users how to best plan, create, edit, and move an animated character with Maya 8.5. Exercise files accompany the tutorials.
- Understanding the uses of rigging
- Creating skeletons
- Making inverse kinematics and constraints
- Rigging characters
- Binding and editing skin
- Creating a skeleton and skin for a head
- Finalizing a rig
Hi, my name is George Maestri, and this is Character Rigging in Maya 8.5. A little bit about me: I have been working with Character Animation for almost 20 years, and I have been doing 3D for probably 15 of that. I have used Maya pretty much ever since it was released, and I used Alias before that. I currently teach Character Animation at Otis College of Art in Los Angeles. And this course is going to be about Character Rigging, and what that means is that we're going to take a model of a character, and we're going to rig it with a skeleton, and then we're going to bind that geometry to the skeleton using skinning, and then we're going to create some controls that will make it very easy for you, or for an animator, to manipulate that character.
So with that in mind, let's get started.
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