Join George Maestri for an in-depth discussion in this video Creating IK chains, part of Maya 8.5 Character Rigging.
Now that we understand the basics of joints and how to create a skeleton, let…me show you a collection of tools that allow you to manipulate those skeletons a lot more easily.…We're going to go over Inverse Kinematics as well as Constraints.…And then once we get through those, we're going to go into actually rigging the…skeleton of the character.…Let's start with Inverse Kinematics, and I'm sure some of you have heard about that.…There's actually two ways basically to manipulate a joint chain in Maya.…
One is called Forward Kinematics, and the other is called Inverse Kinematics.…And the difference is that Forward Kinematics uses rotation and Inverse…Kinematics uses translation or position.…So--and let me just show you, it's probably easiest just to show you the…differences between those.…First thing we're going to do is we're going to go ahead and set up our Project.…We're actually going to Chapter 3 here, so let's go into our Exercise Files/…03_Kinematics and set our project.…And let's just go File > Open Scene, and we're going to be in the 03_Kinematics,…
- 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
Skill Level Intermediate
Lighting and Rendering with mental ray in Mayawith Eric Keller4h 56m Intermediate
2. Creating Skeletons
3. Inverse Kinematics (IK) and Constraints
4. Rigging Characters
5. Skinning Characters
6. Facial Rigging
7. Finalizing the Rig
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