Character Rigging for Production in Maya
![Pluralsight](https://static.mytechlogy.com/cache/198e0a947da0127606f2749b57b54665_w30_h30_cp_sc.png)
Pluralsight
Course Summary
In this Maya tutorial, we will cover tools and techniques for setting up character rigs in Maya. Software required: Maya 2011.
-
+
Course Description
In this Maya tutorial, we will cover tools and techniques for setting up character rigs in Maya. Step by step, we'll construct a control rig that is robust and animator-friendly. We'll learn everything from proper joint placement and techniques for correcting a joint's orientation, to learning fun ways we can preserve volume as our mesh deforms and how to make our controls efficient and easy to comprehend. We'll also learn how to build some fun MEL tools that will help speed up our workflow, bringing that time back into constructing our control rigs with the best methods. Software required: Maya 2011.
-
+
Course Syllabus
Introduction and Project Overview- 1m 11s
—Introduction and Project Overview 1m 11sCharacter Rigging for Production in Maya- 9h 35m
—Prepping Our Scene 11m 13s
—Creating a Renaming Tool 11m 10s
—Building the Left Leg Joint 7m 52s
—A Technique for Re-orienting Joints and Finishing the Leg Joints 18m 2s
—Setting up Foot Roll Joints 11m 0s
—Creating a Tool that Generates a Box Curve 6m 46s
—Scripting a Joint Curve 18m 45s
—Constructing Foot Controls 11m 34s
—Setting up the Foot Controls and Rigging the Toe Bend 9m 15s
—Rigging a Foot Bank 8m 35s
—Finishing the Foot Bank Rig 9m 54s
—Adding Knee Controls 3m 55s
—Establishing Knee Association Curves 9m 54s
—Writing a Script to Generate Joints on Each Selected Vertex 16m 8s
—Building the nSpine Joints 9m 27s
—Adding in a Spline Ik and Initial Connections of the nSpine 9m 19s
—Creating Upper Body Control Curves 9m 45s
—Starting to Add Twisting to Our nSpine 6m 50s
—Setting up the Initial Twisting in the nSpine 13m 38s
—Completing the Setup of the nSpine Locators 9m 54s
—Choosing a Stable Rotate Order for Control Objects 4m 12s
—Finishing the nSpine 6m 25s
—Building the Shoulder and Arm Chains 9m 48s
—Building Finger Joints 11m 14s
—Rigging Shoulder Controls 13m 52s
—Establishing Ik Arm Controls 6m 59s
—Adding Elbow Controls for the Ik Arm 3m 34s
—Establishing Elbow Association Curves 5m 28s
—Dynamically Parenting the Arm Controls 9m 14s
—Setting up Ik/Fk Switch Controls 10m 1s
—Building Fk Controls of the Arms 12m 14s
—Finishing the Fk Arm Controls 12m 8s
—Dynamically Orienting the Fk Arm Controls 6m 31s
—Creating a Tool That Parents Shape Nodes 12m 56s
—Starting on Finger Controls 10m 1s
—Finishing the Finger Controls 9m 37s
—Building Arm and Forearm Twist Joints 10m 41s
—Establishing Arm and Forearm Twist Controls 10m 54s
—Wrapping up Our Forearm Twist Rig 8m 53s
—Rigging the Left Arm with an Automatic Clavicle Feature 12m 43s
—Setting up an Automatic Clavicle on the Right Arm 8m 12s
—Building the Neck and Head Bones 4m 40s
—Establishing a Head Control 6m 33s
—Dynamically Parenting the Head Control 3m 6s
—Creating Facial Joints 5m 47s
—Renaming and the Facial Joints 5m 22s
—Building Facial Controls 10m 27s
—Adding Parent Controls to Our Facial Rig 7m 3s
—Wrapping up the Facial Controls 4m 53s
—Blinking the Eyes 11m 5s
—Constructing Eye Controls 7m 37s
—Dynamically Parenting the Eye Controls 4m 27s
—Starting to Rig the Eyes 6m 18s
—Finishing the Left Eye 4m 9s
—Finishing the Right Eye 7m 4s
—Cleaning up the Scene and Adding a Global Control Curve 9m 50s
—Adding a Character Set 3m 53s
—Binding the Character and the Magic of Dual Quaternion Skinning 7m 57s
—Binding the Eyebrows and Blocking in Weights with Dual Quaternion Skinning 7m 56s
—Refining the Deformations of the Head 5m 2s
—Finishing the Weights on the Left Leg 7m 58s
—Wrapping up the Weights on the Left Hand 6m 3s
—Adding and Editing Influence Objects 8m 25s
—Finalizing the Left Arm's Weights 4m 35s
—Painting Weights on the Neck 3m 45s
—Double-checking Deformations 4m 47s
—Mirroring Skin Weights and Finishing the Character Rig 7m 51s