Join George Maestri for an in-depth discussion in this video Rigging arms for forward kinematics, part of Maya 8.5 Character Rigging.
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Now that we have the spine rigged, let's go ahead and move on to the arms.…The arms, we're probably going to take several steps for those.…First, we'll rig them for Forward Kinematics, then we'll rig them for Inverse…Kinematics, and then we're going to move on to the hands after that.…So let's go ahead and load up what we have so far, which is Chap04_04.…And there is the rig with our spine and everything else working perfectly.…So what I did was I created some controls that we can use to rig the arms.…
And just to make things easy, we're going to import that, Chap04_04_controls, so Import.…And we have several circles--my favorite thing--which we can put around the…arms, and then I have this spline box which we'll use for ARM_IK.…So let's take a look at what the names are of these.…We have L_BICEP, L_ELBOW, L_WRIST, and ARM_IK. So let's start by rigging these.…The first thing I want to do is to look at this in the Outliner.…
We do need to make these into a hierarchy, so if I zoom out here you can see…that when I move the hips, the arm controls don't move anywhere.…
- 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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