1. Course Details
  2. Run Time: 4h 19m
  3. Release Date: November 25, 2013
  4. Author: Delano Athias
  5. Required Software: Autodesk Maya 2014
  6. In this series of tutorials you will gain a solid foundation in the character rigging process. We'll get started by first learning how to create a skeleton that is clean and that will deform well. We'll then bind our character to our skeleton and cover some time-saving weight painting techniques. After that, we'll set up controls that are user-friendly. Along the way, we will also learn how a control object's Rotate Order can help to prevent Gimbal Lock interpolations, how to export skin weights using MEL, as well as how to mirror Blend Shapes and use Blend Shape targets to correct deformations. By the end of this set of tutorials, you will have the understanding needed to rig your own characters.
  7. 01. Introduction and project overview
  8. 02. Starting on the skeleton
  9. 03. Finishing the left leg joint chain
  10. 04. Adding a hip bone and mirroring the leg chain
  11. 05. adding joints for the spine neck and head
  12. 06. Setting up joints for the eyes
  13. 07. Creating a joint chain for the left arm
  14. 08. Building joints for the left hand
  15. 09. Mirroring our arm chain and rigging the tail
  16. 10. Skinning the character
  17. 11. Weight painting techniques
  18. 12. Utilizing the component Editor and exporting skin weights
  19. 13. Inverse Kinematics and organing our rig with groups
  20. 14. Creating reverse foot bones
  21. 15. Setting up the foot controls
  22. 16. Choosing a Rotate Order for your controls
  23. 17. Creating custom attributes
  24. 18. Utilizing Driven Keys to automate movement
  25. 19. Rigging the knees
  26. 20. Creating torso controls
  27. 21. Establishing a center of gravity control
  28. 22. adding controls for the neck and head
  29. 23. The eye controls
  30. 24. Building arm controls
  31. 25. Setting up elbow controls
  32. 26. Starting on the finger controls
  33. 27. Finishing the finger controls
  34. 28. Setting up tail controls
  35. 29. Finalizing oour rig
  36. 30.Utilizing the Blend Shape Deformer to correct deformations
  37. 31. Mirroring a Blend Shape
  38. 32. Finishing our corrective deformations