Join George Maestri for an in-depth discussion in this video Creating a skeleton pt. 4: Hands, part of Maya 8.5 Character Rigging.
Okay, so now we have got the basic arm built, let's go ahead and work on the hands.…So I'm going to go ahead and open the file Chap02_04.…And I have gone ahead and named everything. Let's go ahead and look at it in Wireframe.…Let's go ahead and zoom in and take a look at that wrist.…Okay, so the hand has a lot of stuff going on with it.…The hand is probably the most complex part of the rigging process, because…you have got a ton of bones in here.…
You probably have more bones in the hand than you do in the body.…We start with the wrist.…You can draw bones from here to each of the knuckles so that's four bones plus…the thumb knuckle and then each finger has one, two, three joints.…One, two, three times so that's 12, 15 almost 20 joints in the hand.…Okay, so basically, the strategy is draw bone from the wrist to each of the…knuckles and then continue on to the end of the finger and do that times…five, well, four plus the thumb. So let's start in the top viewport.…
And let's go ahead and start with this and adjust that.…
- 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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