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Rigging Quadrupeds in Maya

Course Summary

In this set of tutorials, we will learn techniques for rigging quadrupeds in Maya. Software required: Autodesk Maya 2014.


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    Course Syllabus

    Introduction and Project Overview
    - 1m 13s

    —Introduction and Project Overview 1m 13s
    Rigging Quadrupeds in Maya
    - 6h 36m

    —Creating a Flexi System for the Vertebrae and Neck 8m 50s
    —Constraining Joints to the Flexi Surface 13m 12s
    —Adding Controls to Our Flexi Rig 13m 7s
    —Bending the Flexi Rig 9m 58s
    —Finishing Our Bend Control 12m 31s
    —Advanced Twist Control for the Flexi System 5m 52s
    —Creating a Node Network to Regulate Our Twist Control 17m 46s
    —Volume Control for the Flexi System 4m 26s
    —Setting up a Node Network for Squash and Stretch Control 13m 53s
    —Cleaning up and Exporting the Flexi System 4m 42s
    —Utilizing Custom Shelves in Maya to Increase Your Productivity 6m 39s
    —Creating a Tool to Remove Namespaces 11m 55s
    —Building Joints That Will Deform the Creatures Hind Legs 12m 9s
    —Adding Joints for the Pelvis and Tail 8m 22s
    —Adding Joints for the Front Legs and Scapulae 9m 8s
    —Setting up Joints for the Thorax, Head, and Root 6m 23s
    —Building Joints for the Ears 4m 34s
    —Creating a Global Node and Adding the Flexi System to the Vertebrae 12m 22s
    —Inserting the Flexi System into the Neck 8m 39s
    —Skinning 9m 40s
    —Skinning Techniques 12m 39s
    —Developing Your Own Pose Tracker 12m 51s
    —Finishing the Pose Tracker 18m 21s
    —Creating Corrective Targets for the Deltoids 13m 47s
    —Installing Our Pose Tracker 8m 51s
    —Setting up Our Space Tracker on the Right Shoulder 6m 12s
    —Adding Influence Objects to Jiggle the Thigh Muscles 8m 32s
    —Adding Influence Objects to Deform the Fingers and Toes 13m 36s
    —Adding IK Systems 4m 53s
    —Controlling the Flexi Systems Connected to the Vertebrae and Neck 5m 16s
    —Controlling the Head 9m 59s
    —Driving the Ears 11m 31s
    —Adding Controls for the Scapulae 4m 38s
    —Jiggle Controls 5m 17s
    —Center-of-gravity Control 7m 7s
    —Rigging the Tail 6m 20s
    —Creating Leg Controls 9m 36s
    —Finishing Our Leg Controls 8m 8s
    —Adding Finger and Toe Controls 9m 48s
    —Cleaning up the Rig 4m 53s
    —Utilizing Maya's IK Spring Solver 5m 44s
    —Exploring an Alternate PSD Solution for the Shoulders 8m 15s
    —Adding a Global Control Curve and Working with Selection Sets 5m 18s


Course Fee:
USD 29

Course Type:

Self-Study

Course Status:

Active

Workload:

1 - 4 hours / week

This course is listed under Open Source , Development & Implementations and Digital Media & Games Community

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