
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.
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.
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.
Complete the skinning of our quadruped character to its initial skeleton and prepare a control rig to animate the skeleton in Maya.
Refine skinning of the back legs in Maya by painting weights and adjusting normalization, balancing brush techniques, and considering platform targets from mobile efficiency to console headroom.
Detach the skin and keep history, then rescan with new joints for clean skinning on a quadruped. Smooth weights with the weight hammer and manage bind poses for game engines.
Fine-tune weight painting and joint placement for the front legs of a complex quadruped in Maya, balancing bending and twisting motions to fit game-engine needs.
Create a back leg ik/fk control rig in Maya, using Blender to blend between ik and fk. Manage NURBS curve controls, shape nodes, and naming for a clean, animatable rig.
Learn to build a back leg IK rig in Maya, choosing ankle placement, naming conventions, and solver options like rotate plane, single chain, and splint IK for animator-friendly control.
Create a clean plane driver for a quadruped leg by adding a pull vector control to a two-joint chain, align with a pole vector, and name and freeze rotations.
Add foot pivots on floor contacts, including medial and lateral pivots with empty groups, then implement reverse foot setup with a pull vector control to align rotations and toe lifts.
Finish the rear leg rig in Maya for a quadruped by balancing automation and animator control, using direct connections in local space to align the pull vector with the foot.
Introduction to rigging a complex quadruped in Maya, showing the left-side rig with the back leg and tail, while the right side remains for you to practice.
learn to copy set driven keys with maya's bonus tools, rename pivots to avoid conflicts, and adjust driven key setups for a quadruped rig using worldspace positions and parent constraints.
Finish the head and neck rig with local/global switching, reverse nodes, and constraints; explore object up vectors and spline IK, then wrap up the quadruped rig with FK/IK.
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.