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Learn to Rig a Complex Quadruped in Maya for Games and Film
Rating: 3.9 out of 5(72 ratings)
697 students
Created by3dmotive LLC
Last updated 4/2017
English

What you'll learn

  • Create IK/FK rig systems in Maya
  • Understand rigging Spline IK systems
  • Learn to deal with the unique challenges of rigging a quadruped character or creature

Course content

4 sections36 lectures6h 34m total length
  • Download Course Files Here!0:04
  • Introduction and Course Overview1:12

    Master quadrupedal rigging in Maya for games and film, applying practical standards, skinning to joints, and creating a control rig with a spline to move hips and shoulders.

  • Zeroing Controls16:41
  • Joint Basics7:50
  • Planning Our Skeleton11:39

    Plan the quad wolf skeleton by laying joints along anatomy, choosing a stable Z-based rotate order, and establishing a three-joint, plane-constrained rig for animator control.

  • Joint Layout19:43
  • Binding the Mesh13:24

    Block out and paint weights on the mesh to test deformations, skin to the joints, set max influences for game engines, and apply classic linear skinning with a skin cluster.

Requirements

  • Autodesk's Maya

Description

Quadrupeds come in various types, and they all have their own unique needs, but in this module we will rig a canine character which covers many of the unique problems in rigging a quadruped. Some of these problems include how to deal with the back leg and setting up a spline ik for the back.

In the first module we will analyze the problem we are attempting to solve. We will start with talking about some basic rigging processes we will use throughout the modules, and then discuss how we will lay out our joints. At the end, we will bind our mesh to the joints and begin skinning. In the second module we will go through the process of skinning our character using tools such as the Paint Weights Tool, the Prune Small Weights function, and the Component Editor. In the third module, we start building the control rig to drive our bind joints, focusing on a simple FK control structure for the tail, and then working on the back dog leg In our fourth and final module, we will finish the rig, completing the front leg as well as the spine and the head/neck area. We will also illustrate how we can deal with some of the quirks we stumble over in Maya and how to overcome and troubleshoot your rig.

(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)

More about the Instructor:

Chad Robert Morgan started his career in computer games and animated film after his tour in the US Navy and using his veteran’s benefits to attend Sonoma State University in northern California. His first job in the industry was at LucasArts - where he was introduced to Maya and mentored by some of the best people in the industry. From there he spent some time working at ReelFX before moving back to California and joining The Collective, which eventually became Double Helix and worked on such titles as Silent Hill : Homecoming, Strider, and Killer Instinct. Chad has taught several Maya Master Classes for Autodesk and has an article published in 3DWorld magazine. Chad now runs his own fledgling company, Spectral Ink Productions, and works for clients such as WhiteMoon Dreams and UCI.

Who this course is for:

  • All those who want to improve their character rigging skills, and understanding of the challenges that rigging brings