Join George Maestri for an in-depth discussion in this video Finalizing the skeleton, part of Maya 8.5 Character Rigging.
Well, now we're in the home stretch.…We have got just a little bit to do, and we'll have most of our skeleton done.…We're not going to do the head part of the skeleton because we'll kind of catch…up with that when we do facial animation.…There's some special things for the head skeleton that we need to do.…So let's just go ahead and work with the body for now.…Let's go ahead and open the last Scene that we saved which is Chap02_05.…And as you can see, we have got the hand all pretty much organized there.…You can actually see how it works with our character.…Yeah, it looks pretty good.…
What we need to do now is just duplicate the arm, and there is a function called…Mirror Joint, under Skeleton called Mirror Joint.…Now the first thing we need to do is we need to know two things.…We need to select the joint we want, and we need to know across which axis…we're going to mirror it.…Okay, now these are just our standard X, Y, and Z axes, and we just need to know…which ones we're going to be working with.…So the easiest thing for me is just to click on the Move tool, and that will…
- 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
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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