Join George Maestri for an in-depth discussion in this video Working with inverse kinematics (IK), part of Character Rigging in Maya.
Now that we understand the Joint tool and how to use it, let's take a look at…tools that allow us to manipulate joints more easily.…Now this chapter is basically just going to go through some of the tools, and…then we'll use them later to rig the character.…So the first tool I want to look at is probably one of the most important tools…you need to know in character animation, and that's the IK Handle tool.…In this one we're just going to take a look at inverse kinematics and how it…works, and basically how to set it up.…
So inverse kinematics is one of two ways to manipulate joints in a skeleton.…The first way is called forward kinematics, and that is basically rotation.…So you rotate the joints into place, and that's probably the more natural way to…manipulate joints, because the bones in your body basically just rotate around each other.…Every motion in your body is in some way a rotation of joints.…
Inverse kinematics introduces the concept of a goal, in other words, a place…where all the joints need to rotate to, so this allows you to position the end of 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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