Join George Maestri for an in-depth discussion in this video Controlling forward kinematics on the arms, part of Maya: Character Rigging.
Now let's move on to the character's arms and we're going to set up forward…kinematic controls for the arms first, and then we'll worry about IK later.…Now we've already put some IK handles on this character's arms, but we'll turn…that off when we actually go to rig it.…So let's go ahead and zoom in here and let's see what we have.…I have three controls for each arm:…I have a Shoulder control, an Elbow control, and a Wrist control. Now each one…of these will just control rotation.…
So we're actually going to be working with Orient constraints.…And again, remember forward kinematics is all about rotation, inverse…kinematics is all about position, so these are going to be controlling rotation…or the Orient constraint.…Now before we do anything we do need to turn off inverse kinematics.…So I'm going to go into my Outliner, find the IK handle for this left arm,…scroll down in my Channel Box here, find IK Blend, and let's go ahead and type in a zero.…
So we're going to turn off IK for that, and we can also do the same for the right…
- 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
1. Getting Started
2. Skeleton Tools
3. Inverse Kinematics
5. Creating Basic Rigs
6. Advanced Rigging Controls
7. Facial Rigging
8. Skinning Tools
9. Advanced Facial Rigging
10. Finalizing the Rig
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