Join George Maestri for an in-depth discussion in this video Modifying joint attributes, part of Maya: Character Rigging.
Once you've drawn your joints, you may want to go through and affect them a…little bit further by using the Attribute editor.…Let's go ahead and take a look at this simple joint chain.…In fact, I'm going to open it up here in the Outliner, and you can see that…I have a hip, a knee,…an ankle and a toe, at least that's what I've named these.…So you can see how this is kind of like a proto-leg skeleton. So let's go ahead…and see how we can further refine bones using the Attribute editor.…
So let's go ahead and select this knee joint here, and I'm going to into my…Attribute editor, and I'm going to go ahead and extend this here, so I can…see what I'm doing.…Now we have our transform attributes.…Now these are basically where the bone exists in space, as well as rotation, and so on.…So if I were to rotate this, you can see how I can rotate it along Z, which is…basically around the knee.…If I wanted to, I could rotate it, say over the foot here, so this rotating the…knee and the foot, and that's in the X direction, and so on.…
- 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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