Join George Maestri for an in-depth discussion in this video Point constraints, part of Maya 8.5 Character Rigging.
Now that we understand some of the basics of kinematics, let's go ahead and go to constraints.…Now, what a constraint is, is it's a way to connect two objects together so that…one object will follow the object in terms of position, rotation, scale, and a…couple of other things.…Why we use constraints is it's a good way to create essentially a super…structure, or the rig around the character that we saw when we first looked at this character.…We saw all of these controls that helped us to manipulate the character.…
Those controls are usually attached into the skeleton using constraints.…Now, the reason we use constraints is because constraints exist outside of the hierarchy.…So that way you can build kind of a super structure hierarchy of controls for…your character, that's a little bit simpler than the actual joints in the…character itself, and you can add additional controls onto those manipulating…objects, and it just makes it a lot easier.…So let me show you the basics of some constraints.…Constraints are located in the Animation menu under Constrain.…
- 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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