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- Planning the workflow
- Creating the skeleton
- Creating animation clips in the Trax Editor
- Baking animation
- Sending control rigs to MotionBuilder
Skill Level Intermediate
- Hi, I'm Adam Crespi, and welcome to Working with HumanIK Rigs in Maya. In this course, we'll look at creating a HumanIK rig and the structure of the HumanIK rig as a flexible system for rigging an animation. I'll start by showing you how to create a skeleton and attach a Control rig to it, or remap a custom rig. Then I'll show you how to select parts of the rig, using either full body IK that's built in, or working with body parts and using FK if needed. We'll see how to create animations and edit them in the Trax Editor for mapping when retargeting onto other characters, using character sets and the character mapper.
We'll take our characters over to Autodesk MotionBuilder to look at interoperability with the HumanIK rig in both applications. This will let you map motion capture data onto a rig and bring it across cleaned into Maya. Now let's get started with Working with HumanIK Rigs in Maya.
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