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- Creating the skeleton
- Rigging wing joints
- Dealing with secondary appendages
- Shaping the feathers
- Addressing wing tuck
- Adding a squash/stretch/bend deformer to the head
- Tying the rig elements together
- Testing the rig
Skill Level Intermediate
- [Voiceover] Welcome to Rigging a Winged Animal in Maya. I'm Jason Baskin, and in this course we'll rig an entire bird character from start to finish. We'll begin by creating a virtual skeleton for our character, placing joints within the mesh and orienting them so that they'll behave predictably. Then we'll create control curves, which an animator can ultimately use to key frame and pose our character. We'll work on the wings first, then move to the feet and back, as we develop controls for specific regions of the character's body.
Next, we'll focus on the feather behavior, and create controls and attributes that allow the animator to shape the wing for flight or rest. And we'll even get into the process of creating squash, stretch and bend deformations for more cartoonish animation styles. We'll cover all these techniques and more as we bring this rig to completion. So let's get started rigging a wigged animal in Maya.