Release date:2012, February 16

Author:George Maestri

Skill level:Intermediate

Language:English

Exercise files:Yes

Character Rigging in Maya provides a basic introduction to rigging theory, and delves into the details of how to create professional, realistic 3D characters. Instructor and animation veteran George Maestri shows how to combine Maya’s skeleton, inverse kinematics (IK), and constraint tools to create a basic rig for a character, and how to attach the character mesh to the skeleton using Maya’s skinning tools. The course also explores advanced rigging controls such as IK switches and facial animation and how to create a control panel to manipulate the character’s expressions. Exercise files accompany the tutorials.

Topics include:

Understanding the basics of rigging

Creating skeletons

Modifying joint attributes

Working with inverse kinematics and constraints

Rigging characters

Using Maya’s new HumanIK skeletons/rigs

Setting up an FK/IK switch

Creating custom facial rigs

Binding skin using Smooth Bind

Painting and editing skin weights

Using expressions to rig a character’s mouth controls

Controlling eye direction

Finalizing a rig

01 Rig a character from scratch in Maya 02 Make the most of the exercise files 03 Rigs and interface design 04 Basic rules of rigging 05 Creating joints 06 Rotation order and joint flipping 07 Creating constraints 08 Connections in the Node Editor 09 Offset nodes 10 Offset Parent Matrix 11 Setting up the character 12 Drawing the leg chains 13 Drawing the spine 14 Adding ribs to the skeleton 15 Positioning arm bones 16 Creating hand skeletons 17 Finalizing the skeleton 18 Positioning the foot control splines 19 Setting up IK leg chains 20 Rigging the heel and toe controls 21 Controlling the hip 22 Controlling knee direction 23 Organizing control rigs 24 Aligning the body controls 25 Connecting body controls 26 Setting up the spine controls 27 Connecting spine controls 28 Creating shoulder controls 29 Understanding FK and IK rigging 30 Creating control skeletons 31 Constraining the control skeletons 32 Connecting the main skeleton 33 Creating floating controls 34 Wiring up the FK and IK switch 35 Hiding and showing controls 36 Setting up offset nodes 37 Setting up finger FK controls 38 Creating custom attributes 39 Getting the fingers to curl 40 Controlling finger spread 41 Preparing the skeleton for skinning 42 Applying the skin modifier 43 Adjusting skinning via paint weights 44 Fine tuning weighting 45 Mirroring weights 46 Next steps

Ex__Files_Maya_Character_Rigging.7z [Lynda] Maya Character Rigging (reupload)_Subtitles.7z

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