Join George Maestri for an in-depth discussion in this video Finalizing the arm, part of Rigging a Cartoon Character in Maya.
- So now we have our FKIK rig completed.…But we need to connect it into…the rest of our character.…We've got 3 sets of joints here.…We've got our IK rig, we've got our FK rig,…and then we've got the actual joint or the skeletal joint,…which is being controlled by that.…So the first thing we want to do is connect this end…with the rest of the character.…In order to do this we need some more joints,…we need to kind of branch out here from the spine.…
Let's go into the front view port here.…And I actually want to connect it to this joint here,…which is called neckBase_Joint.…I'm going to select my joint tool,…and I'm going to click here,…and then drag over to the right here,…my right, the character's left,…and position this right around where I want the shoulder…of the character or the clavicle of that character to be.…Once I do I'm going to hit Enter.…I don't want to connect these 2 together.…And the reason I don't want to do that is…because I'll get a double transform.…
So what we have here is we have this joint chain…
- Creating stretchy joints with expressions and the Node Editor
- Adding spine stretch
- Setting up IK/FK switching
- Manipulating faces with blend shapes
- Skinning the character
- Creating controls for facial animation
- Rigging the eyes
- Testing the rig with a simple animation
Skill Level Intermediate
1. Creating Stretchy Joints
2. Creating Stretchy Spines
Adding spine stretch6m 58s
3. Setting Up FK/IK Switching
4. Skinning and Blend Shapes
5. Facial Rigging
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