Join Adam Crespi for an in-depth discussion in this video Creating controls, part of Working with HumanIK Rigs in Maya.
Once you've got the skeleton defined for a character, we can skin it.…And it's easy to skin it at this stage, and then get the controls on.…I'm going to use some default skinning for my character here as skinning can…take up an entire course itself.…We can literally spend hours skinning a character and finessing the weighting on…the vertices on all the different joints and interactions, constructing motion…tests and really playing with how it looks and how it deforms.…I'll go to my channel box and unlock or untemplate or reference that layer.…
Now I'm going to bind him.…What I'll do is to pick the mesh, making sure I've got all of his parts except…for his eyes, and then the skeleton.…His eyes later will be either parented or skinned to eye bones, we'll call them,…which are parented to the head bone, so I'm going to leave them alone.…You may end up putting a face rig of some kind in your character depending on…how articulate they are in their face, or using blend shapes, but that's…another discussion.…
- Planning the workflow
- Creating the skeleton
- Creating animation clips in the Trax Editor
- Baking animation
- Sending control rigs to MotionBuilder