This course is about rigging human bipeds in Maya. Anyway, it’s a little different from any other course on this topic.
In fact the attention is focused on how to rig and manage specific body parts, more than the whole body all together.
By this method will be possible to rig torso, arms, hands, legs, foots and face with tools and ways specific for the objects at hand.
We’ll see how to create a skeleton inside an object, how to set the controllers to manage it and, of couse, how to bind the object’s surface to the skeleton’s joints.
Beyond the classic constraints between controllers and joints, we’ll use expressions, nodes and custom attributes as well: it will be time well spent because all these elements will make easy to manage even a complex rig.
That’s all. Have a nice experience with this course and, most of all, have an happy rig !
Rigging the torso
How to rig the Torso: summary.
Creating some shapes that will be really useful to define controllers for the whole rig.
Creating joints that will be used to skin the torso.
Control the torso spine by an IK Spline set along the joint hierarchy.
Setting the controllers to drive the spine extremes.
Set a skin over the torso by the bind joints
Set an advanced twist system over the IK spline.
Define an FK system over the spine so to add more control over the spine, that at the end will be controller with an hybrid FK/IK system.
To avoid the dangerous "Gimbal Lock" on joint rotations we have to keep an eye over our preferred rotation axes. And set the right rotation order.
Set simple connections inside the node editor to get a squash and stretch effect when spine controllers are translated
To translate, rotate and scale the torso with all the joints inside and all the controls around, we need a global control.
Rigging the leg
How to rig the leg: summary.
Creating the joints that will be used to skin the leg
Set a skin over the leg by the bind joint
Define a FK system for the leg overlapping a new joint chain to the bind joint chain. The FK joints will drive the bind joints.
Define an IK system for the leg. It is overlapped as the FK chian to the bind joints, so to drive them.
Set a switch to drive the bind joints by the FK system controls or the IK
Why to limitby rotating the foot only around the ankle ? Let's set a system where you can change the pivot point between ball, toe and heel.
The foot rool system is tied to the IK system, so let's set an FK system and a switch FK/FootRoll.
Let's squash and stretch the leg when we move the IK handle beyond the leg normal length.
Rigging the arm
How to rig the arm: summary
Create the joints that will be used to skin the arm
Set the skin over the surface by using the Bind Joints.
How to twiat the arm by setting 2 consecutives Spline Ik systems.
Setting a FK system on the arm.
Set an IK system on the arm.
How to stretch the arm by using a Measure tool.
Set a skeleton inside the hand and use the joints to skin
Creating the controls for the wrist and the digits
Rigging the head
How to rig the face: summary
Create the joints that will be used to skin the head.
Create the joints that will be used to skin the eyes
Set a Bind Skin over the different face elements and areas.
Troubleshooting Skin on the face.
Refining the Skin over the eyelids
Set a Lattice to control the eyebrown area.
Using clusters to animate the lattice control points.
Editing the points associated to the cluster
Drag the eyelids while the eye is moving.
Creating controllers for neck and head.
Creating controllers for jaw and mandibole.
Creating controllers for the eye
Creating some specific attributes to open and close the eyelids
Creating controllers for the eyebrows
Sticking eyebrows objects to the deforming surface of the face
Give a place to hairs and tongue on facial deformations.
Setting Blend Shapes to give expressions to the face