Join George Maestri for an in-depth discussion in this video Using skeletons to create a jaw, part of Character Rigging in Maya.
Now, we're ready to skin the head but before we do that we need to make a…decision as to whether or not we want to manipulate the jaw using a blend…shape or with a skeleton.…Blend shapes are a little bit more restrictive.…A lot of times it makes sense to create a skeletal bone to manipulate the lower…half of the face, and this will mimic the motion of a jaw.…Now, getting this to skin properly is the real trick.…You have to spend a lot of time assigning vertices in the Component editor in…order to make it work, but let's go ahead and do this, and this way we'll have a…much more flexible jaw when we actually get to facial rigging.…
So, I have this basic skeleton here for the character, but all we have is a…skeleton for the head.…We need to create one so that we can use that to manipulate the jaw.…So, the easiest way to do this is to go into a side view here, and you'll notice…that properly the character's jaw should start right around here. So just…imagine where does the hinge of the jaw start and that's where we need to draw a joint.…
- 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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