Join George Maestri for an in-depth discussion in this video Cleaning up the rig, part of Rigging a Cartoon Character in Maya.
- So at this point we have a reasonably complete rig.…We still need to probably rig a few things such as the hands…but most of the cartoon rigging, the stretchy,…squashy rigging is done.…So let's just take a look at this rig and…we're gonna do some basic housekeeping,…I'm gonna go into the out liner here.…And now we've got a lot of different groups here…as well as a lot of different layers.…So let's go ahead and try and coordinate some of that.…
So for example I've got a teeth layer and an eyes layer,…I probably don't need those layers.…So I'm gonna go ahead and just delete those layers for now,…they were very useful when we were rigging,…but we don't really need them now.…And I really wanna take all of the geometry…of the character, and I'm gonna place it into…the geometry group, so I wanna make sure I get all of this.…Let's go ahead and just select all of this.…And let's right click and do "add selected objects",…so now I have a geometry layer,…and I can template it,…or I can reference it.…
So now I also have a rig master group.…
- Creating stretchy joints with expressions and the Node Editor
- Adding spine stretch
- Setting up IK/FK switching
- Manipulating faces with blend shapes
- Skinning the character
- Creating controls for facial animation
- Rigging the eyes
- Testing the rig with a simple animation
Skill Level Intermediate
1. Creating Stretchy Joints
2. Creating Stretchy Spines
Adding spine stretch6m 58s
3. Setting Up FK/IK Switching
4. Skinning and Blend Shapes
5. Facial Rigging
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