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Maya – Character Rigging Vol. 1

How to rig body parts of a puppet.
Instructor:
Francesco Ugolini
91 estudiantes matriculados
Setting a skeleton
Managing controllers
Skinning a surface
Preparing objects to bend, twist, squash and stretch.

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

1
Introduction

How to rig the Torso: summary.

2
First shapes

Creating some shapes that will be really useful to define controllers for the whole rig.

3
The bind joints

Creating joints that will be used to skin the torso.

4
IK Spline over the spine

Control the torso spine by an IK Spline set along the joint hierarchy.

5
Driving the spine extremes

Setting the controllers to drive the spine extremes.

6
Binding the torso

Set a skin over the torso by the bind joints

7
Twisting the spine

Set an advanced twist system over the IK spline. 

8
An FK system for the spine

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.

9
The Joint Rotation Order

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.

10
Spine squash & stretch

Set simple connections inside the node editor to get a squash and stretch effect when spine controllers are translated

11
A global control

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

1
Introduction

How to rig the leg: summary.

2
The bind joints

Creating the joints that will be used to skin the leg

3
Binding the leg

Set a skin over the leg by the bind joint

4
An FK system for the leg

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.

5
An IK system for the leg

Define an IK system for the leg. It is overlapped as the FK chian to the bind joints, so to drive them.

6
FK / IK Switch

Set a switch to drive the bind joints by the FK system controls or the IK

7
The Foot Roll system

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.

8
A Foot FK system

The foot rool system is tied to the IK system, so let's set an FK system and a switch FK/FootRoll.

9
Squash & Stretch

Let's squash and stretch the leg when we move the IK handle beyond the leg normal length.

Rigging the arm

1
Introduction

How to rig the arm: summary

2
The bind joints

Create the joints that will be used to skin the arm

3
Arm skinning

Set the skin over the surface by using the Bind Joints.

4
Twisting the arm

How to twiat the arm by setting 2 consecutives Spline Ik systems.

5
Controlling the arm by FK

Setting a FK system on the arm.

6
Controlling the arm by IK

Set an IK system on the arm.

7
Stretching the arm

How to stretch the arm by using a Measure tool.

8
Bind joints and Skinning for the hand

Set a skeleton inside the hand and use the joints to skin

9
Controls for the hand

Creating the controls for the wrist and the digits

Rigging the head

1
Introduction

How to rig the face: summary

2
The head bind joints

Create the joints that will be used to skin the head.

3
The eyes bind joints

Create the joints that will be used to skin the eyes

4
Skinning the face

Set a Bind Skin over the different face elements and areas.

5
Refining the skin

Troubleshooting Skin on the face.

6
Weighting the eyelids

Refining the Skin over the eyelids

7
Eyebrown Lattice

Set a Lattice to control the eyebrown area.

8
Using Clusters

Using clusters to animate the lattice control points.

9
Tweaking the clusters

Editing the points associated to the cluster

10
Moving eyelids by eyes

Drag the eyelids while the eye is moving.

11
Neck and Head controls

Creating controllers for neck and head.

12
Jaw control

Creating controllers for jaw and mandibole.

13
Eyes controls

Creating controllers for the eye

14
Eyelids Custom Attributes

Creating some specific attributes to open and close the eyelids

15
Eyebrows controls

Creating controllers for the eyebrows

16
Eyebrows wrapping

Sticking eyebrows objects to the deforming surface of the face

17
Managing Hairs and Tongue

Give a place to hairs and tongue on facial deformations.

18
Facial expressions

Setting Blend Shapes to give expressions to the face

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