Join George Maestri for an in-depth discussion in this video Attaching eyes to the skeleton, part of Maya: Character Rigging.
Now that we have the eyes in place, we still need to connect them into the skeleton.…Typically, we want to connect them to this neck bone so that when this neck…rotates, the eyes just follow along with the head and the head joint.…Now, we don't have any skinning on the character's head right now.…So we're going to attach the eyes in anticipation of skinning the head, and when…we finally skin the head everything will move together, but right now we just…need to get the eyes attached into the skeleton.…
Now I already have some rigging for this head and when I turn on the rig you'll…see I have a head control, which already controls that joint.…So I want to use this along with this other joint to connect in the eyes.…So let's go ahead and zoom in here, and right now I'm going to go ahead and turn…off this Geometry so we don't have to see it, and let's go into our Outliner.…So I have this eye hierarchy here, and this group that I created, and if you…notice here this group actually is centered at the origin and that's typical for…
Author
Released
2/17/2012- Understanding the basics of rigging
- Creating skeletons
- Modifying joint attributes
- Working with inverse kinematics and constraints
- Rigging characters
- Using Maya's new HumanIK skeletons/rigs
- Setting up an FK/IK switch
- Creating custom facial rigs
- Binding skin using Smooth Bind
- Painting and editing skin weights
- Using expressions to rig a character's mouth controls
- Controlling eye direction
- Finalizing a rig
Skill Level Intermediate
Duration
Views
Related Courses
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Maya: Character Animation
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Modeling a Character in Maya
with Ryan Kittleson3h 3m Intermediate -
Game Character Creation in Maya
with Chris Reilly2h 58m Intermediate
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Introduction
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Welcome1m 4s
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1. Getting Started
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Understanding the basic rig2m 53s
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Rigging theory2m 15s
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Organizing with layers1m 44s
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Naming conventions1m 29s
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2. Skeleton Tools
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Using the Joint tool7m 4s
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Modifying joint attributes6m 47s
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Creating the spine skeleton5m 57s
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Creating the arms3m 38s
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Creating hand skeletons4m 41s
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Mirroring joint chains2m 19s
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3. Inverse Kinematics
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Understanding IK solvers6m 33s
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Using spline IK4m 39s
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4. Constraints
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Point constraints7m 56s
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Aim constraints5m 10s
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Orient constraints4m 38s
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Pole vector constraints3m 19s
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5. Creating Basic Rigs
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Setting up IK4m 15s
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Setting up foot controls5m 59s
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Keeping rigs organized2m 51s
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Hiding unused attributes3m 37s
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Creating a hip control3m 55s
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Creating spine controls4m 37s
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Creating a master node2m 30s
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6. Advanced Rigging Controls
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Working with set-driven keys4m 38s
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Creating custom attributes3m 54s
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Creating an FK/IK switch4m 35s
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Hiding and showing controls4m 57s
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7. Facial Rigging
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Creating simple eyes6m 58s
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Rigging non-spherical eyes7m 49s
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Applying blend shapes6m 41s
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8. Skinning Tools
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Testing skin using animation4m 36s
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Pruning small weights3m 53s
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Painting skin weights5m 47s
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Mirroring skin weights2m 2s
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Using Interactive Skin Bind3m 36s
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Refining jaw weighting7m 43s
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9. Advanced Facial Rigging
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Setting up a control panel2m 27s
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Limiting controller motion6m 15s
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Rigging pupil controls3m 29s
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Controlling eye direction3m 21s
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Finishing up the facial rig2m 14s
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10. Finalizing the Rig
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Cleaning up the rig2m 25s
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Testing the rig4m 17s
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Goodbye
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Goodbye25s
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Video: Attaching eyes to the skeleton