Introduction to Rigging in Maya 2017

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Rigging a biped is a complex task, but it's still one of the most commonplace types of animations you'll be expected to know how to do. This course, Introduction to Rigging in Maya 2017, will present many techniques for rigging in Maya 2017 and integrate them with the gestalt of the character. First, you'll plan the rig features you intend to include in the final rig, including FK/IK switchable arms and back, stretchy spine, grouped foot, and shoulder controls. Next, beginning with the hips, you will work down the leg creating IK controls for the legs with knee pole vector and an "inverse grouped" foot. You'll also go over creating controls for the arms and fingers, as well as see an overview of skinning techniques focusing on binding and problem areas. When you're finished with this course, you'll be ready to create rigs while emphasizing feature-based planning as a beginning point to rigging while divining the individual needs of each rig. Software required: Maya 2017.
  • Course Overview
    • Course Overview
  • Well Begun is Half Done: Planning and Rigging Basics
    • Rigging Concepts
    • Planning the Rig
    • Setting up Naming Conventions
    • Joints and Hierarchies
    • Using cometJointOrient.mel and cometRename.mel
    • Examining the Character Mesh
    • Creating the Skeleton
    • Finger Placement and Joint Mirroring
    • Naming the Skeleton
    • Orienting the Joint Skeleton
  • Creating the Spine and Controls
    • Duplicating the DEF Skeleton
    • Why Use Two Skeletons?
    • Scripting The Constraint Process
    • Beginning the Spine Using Spline IK
    • Binding the Curve Control Structure
    • Adding Twist and Beginning the Neck
    • Finishing the Neck by Adding Curvature
    • Creating the Head Follow Controls
    • Controlling the Eyes Using IK Controls
  • Creating the Rig: Legs, Feet, and Shoulders
    • Hip Controls
    • Installing Leg and Feet IK
    • Creating Custom Attributes for the Foot Controllers
    • Connecting the Foot Attributes
    • Connecting the Foot Attributes
    • Installing the Clavicle/Shoulder
  • Creating the Rig: Arms and Hands
    • Creating Arm Controls
    • Finishing the Arm
    • Creating Follow Offset Groups on the Elbow and Wrist Controls
    • Creating Hand Controls
    • Connecting the Finger Joints to the Hand Controller Attributes
    • Creating the Fist Control
    • Creating the Spread Control
    • "Finishing" the Rig
  • Skinning
    • Binding the Character Mesh
    • Creating the "Weight Dance"
    • Continuing the Weight Dance Animation
    • Fixing the Eyes
    • Finishing the Weight Dance
  • Painting Weights
    • Painting Weights on the Pelvis
    • Weighting the Shoulders
    • Head and Jaw Weighting
    • Weighting the Wrist/Forearm
    • Weighting the Fingers and Thumb
    • Making the Wrist Twist Control
    • Creating Eyelids
    • Finishing the Eyelids
    • Where to Go Next?
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