Join George Maestri for an in-depth discussion in this video Rigging the head pt. 2: Creating a jaw control, part of Maya 8.5 Character Rigging.
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Now that we have the Head Controls in place, let's go ahead and start wiring up…the attributes to the controls on the control panel.…We're going to start with the jaw.…Let's go ahead and open the scene that we have been working with. I have 06_07.…That's our character.…So I'm going to select my jaw and what we want to do is we want to take this and…wire it to this little teardrop shape.…So when this teardrop moves up and down, I want the jaw to move up and down,…actually rotate up and down.…
It kind of moves back and forth and with the jaw to rotate back and forth.…When it rotates left and right I want the jaw to rotate left and right. Pretty simple.…We're going to do this with set-driven keys. So how we do a set-driven key?…We figure out which parameter we want to work with.…So in this case Skel_Jaw.…If I go ahead and turn off geometry here, this is the bone we have selected,…Skel_Jaw and RotateZ, here, is what moves it up and down.…
So I right-click on that and drag down to set-driven key, release, and it loads…
- 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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