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Rigging a Low Poly Character in Maya 2018

Create a simple character rig, bind and paint weights on a low polygon character
Instructor:
Eric Kunzendorf
170 estudiantes matriculados
English [Auto-generated]
Rig biped characters of their own

Rigging can be a very excruciatingly technical step in creating animatable characters. This class aims to present a step-by-step guide to creating a functional character rig that will allow the animator to deliver a believable performance. Being able to rig characters from scratch empowers the animator to be able to create characters of their own free from the constraints of automatic rigging solutions. Make no mistake, such solutions are great timesavers, but they can tend to limit the animator.

We will create this rig using Manlo, the character we modeled, UV mapped and surfaced in Model a Low-Polygon Character in Maya 2018, so if you are new to Maya, you should at least have that course under your belt. Also, please note that this is an intermediate class. The author assumes you have a functional understanding of basic Maya tools as the move, rotate, and scale tools, shelf and tool locations and using Maya’s hotbox to access them; concepts like X, Y, and Z movement and axes, object vs. world space movement and rotations and hierarchies. The author will address these ideas in terms of rigging characters, however, they may be unfamiliar to beginners.

That said, at the end of this course, you will have both a rigged character that you can use in your own animations AND the skill set to create animated characters of your very own!

Rig the Low Polygon Character

1
Introducing the Rig Features
2
Creating the Spine
3
Leg Placement
4
Creating the Left Arm Skeleton
5
Placing Hand and Finger Joints
6
Joint Orientation Setup and Orienting the Spine
7
Orienting the Arms
8
Orienting the Legs and Forearms
9
Creating and Naming IK Handles
10
Adding Spine Groups
11
Creating the Head and Collar
12
Editing Suffixes and Parenting Constraining
13
Making Foot and Knee Controls
14
Inverse Grouping the Foot
15
Connecting the Controls Part 1
16
Connecting the Controls Part 2
17
Creating the Hip Rig
18
Rigging the Collar and Shoulder
19
Constraining the Arm IK
20
Constraining the Forearm Joint
21
Making the Finger Controls
22
Reordering and Connecting Attributes
23
Connecting Finger Attributes
24
Set Driven Key for Spread and Cup Attributes
25
Set Driven Keys for the Global Fist
26
Connecting the Right Side with the Node Editor
27
Connecting the Right Side Cup, Spread and Fist Attributes
28
Creating Space Switching for the Arm
29
Creating Space Switching for the Elbow
30
Space Switching the Feet
31
Creating and Connecting the Master Scale Attribute
32
Face Control, Clean Up and Adding the CurvyAdd to the Neck
33
Binding Manlo to the Skeleton
34
Create a "Weight Dance for the Body" Part 1
35
Creating the "Weight Dance" for the Body Part 2
36
Apply a Full-Body Blend Shape
37
Painting Weights on the Shoulder
38
Painting Weights on the Arm and Wrist
39
Painting Weights on the Fingers
40
Painting Weights for the Foot and Conclusion
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