Join George Maestri for an in-depth discussion in this video Creating a master node, part of Character Rigging in Maya.
At this point we're getting our rig pretty much built.…Now we are just working on the rig, we haven't skinned the character to the rig at all.…But let's go ahead and organize our rig a little bit further.…If we take a look in the Outliner you'll see that I've got a number of…different control nodes here.…I've got the hips of the character here, which can control the skeleton's hips.…I've got the right foot and the left foot, which obviously control that, and then…I also have my knee direction controls.…
But this is getting kind of messy and if we want to move the character around…and place it somewhere in the scene, we either have to move all of this stuff…and that's going to get a little messy.…So let's go ahead and just create a master node or a master container for our…character, and then get everything organized.…So I'm going to go ahead and create a NURBS > Circle.…Go ahead and draw that right around the origin, and in fact, if we want we…can make sure all of our translations are zero, so that the master node is at the origin.…
- 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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