Join George Maestri for an in-depth discussion in this video Creating a skeleton pt. 3: Arms, part of Maya 8.5 Character Rigging.
And we're back, and one thing I forgot to tell you is to name everything.…But of course, I did that for you again. I'm such a nice guy.…So let's go ahead and open up Chap02_03. And that's our Skeleton.…And yes, I have named it. Now let's go ahead and look at the names here.…I named this--bottom one is called Hips skeleton.…This one is called Spine01, Spine02, and so on.…And this tip ones here, if you can see here, it's called Abdomen02, Abdomen01.…
In fact, we can look at those in the Outliner if you want, Spine01, Spine_Abd01.…Okay, so again, it's just something you can decide your own naming scheme.…But just go ahead and make it consistent.…That's all we ask is that so somebody else can figure it out.…So let's go ahead and reveal our character again.…Turn off Select Surface Objects here so that we don't accidentally select them.…We're going to go ahead and put this in a Wireframe.…Now let's go ahead and create the shoulders and the arms, and we'll do the hands…in one more exercise here.…
So the shoulders actually, I'm going to go ahead and start this right about…
- 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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