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Introduction to Rigging in Maya 2008

Course Summary

Establish a solid foundation and learn flexible rigging methods, various rigging and character setup tools, and the essentials of building animator-friendly controls in Maya. Software required: Maya 8 and up (Maya 2008 required to open project files).


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    Course Syllabus

    Introduction and Project Overview
    - 9m 59s

    —Using Solid Naming Conventions for Objects 9m 59s
    Introduction to Rigging in Maya 2008
    - 6h 12m

    —Parenting Objects in Maya 11m 36s
    —Understanding Joints in Maya 12m 7s
    —Exploring Maya's Joint Display Settings 10m 25s
    —Delving into Maya's Joint Attributes 11m 24s
    —Using the Insert Joint Tool 6m 26s
    —Connecting Joints Effectively in Maya Using the Connect Joint Tool 4m 16s
    —Changing a Skeleton's Root Joint at the Click of a Button 3m 4s
    —Removing Joints Without Destroying a Skeleton 2m 40s
    —Using the Disconnect Joint Tool 2m 45s
    —Mirroring Joint Chains for Efficiency 7m 40s
    —Various Ways of Modifying a Joint's Orientation in Maya 9m 42s
    —Understanding Maya's IK Solver System 8m 34s
    —Analyzing Maya's IK Handle Attributes / Working with the Rotate Plane Solver 9m 45s
    —Utilizing the Single Chain IK Solver 3m 52s
    —Working with Maya's Spring IK Solver 7m 37s
    —The Benefits of IK / FK Blending in Maya 3m 37s
    —Rigging a Joint Chain with Maya's Spline IK Solver 10m 23s
    —Manipulating a Spline IK Joint Chain 9m 36s
    —Creating and Setting up Animator Friendly Control Objects 9m 20s
    —The Significance of Groups in Maya 8m 4s
    —Controlling an Object's Position Attributes with Maya's Point Constraint Tool 8m 47s
    —Manipulating an Object's Rotation with the Orient Constraint Tool 7m 33s
    —Utilizing Maya's Parent Constraint Tool 6m 52s
    —Using Maya's Pole Vector Constraint to Simulate Knee and Elbow Movement 5m 11s
    —Controlling Rotation with Another Object's Position Using Maya's Aim Constraint Tool 6m 4s
    —Creating Custom Attributes and Using Maya's Hypergraph and Connection Editor to Link Attributes 11m 38s
    —Setting up and Modifying Driven Key Relationships 9m 33s
    —Deforming Meshes with Maya's Lattice Deformer 12m 55s
    —Binding Joints to Objects 8m 37s
    —Understanding What Double Transformations Are and Ways to Avoid Them 2m 44s
    —Editing Smooth Skin Influences with the Paint Weights Tool and Component Editor 12m 41s
    —Mirroring Vertex Influences for Efficiency 6m 26s
    —Learning the Significance of Influence Objects 10m 51s
    —Rigid Binding Meshes to Joints 7m 27s
    —Smoothing Rigid Bind Deformations Using Flexors 7m 2s
    —Editing and Copying Flexors 6m 5s
    —Modifying Rigid Bound Meshes While Preserving Vertex Influences 4m 11s
    —Working with Maya's Bind Pose Node 6m 10s
    —Using Maya's Powerful Blend Shape Deformer to Morph Objects 13m 21s
    —Discussing an Object's Deformation Order / Removing Blend Shapes 7m 35s
    —Adding Blend Shapes in Maya 6m 28s
    —Painting Blend Shape Weights 6m 41s
    —Exploring Maya's Cluster Deformer 11m 33s
    —Automating Follow-through Effects Using Maya's Jiggle Deformer 12m 4s
    —Bonus: Setting up Proximity Meshes for Bound Objects 10m 16s
    —Bonus: Using the Jiggle Deformer Tool on Characters 6m 55s
    —Bonus: Driving an Object's Shape with Another Object Using Maya's Wrap Deformer Tool 3m 29s


Course Fee:
USD 29

Course Type:

Self-Study

Course Status:

Active

Workload:

1 - 4 hours / week

This course is listed under Open Source and Development & Implementations Community

Related Posts:

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