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The Complete Bipedal Rigging for Games in Maya Course
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Rating: 4.6 out of 5(256 ratings)
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The Complete Bipedal Rigging for Games in Maya Course

Learn the complete rigging and skinning process for bipeds using Maya with a focus on game characters!
Created by3dmotive LLC
Last updated 4/2017
English
English [Auto],

What you'll learn

  • Learn the ins and outs of rigging a bipedal character - from absolute beginning to end
  • Learn to build a rig, a skeleton, and controllers for your rig from the ground up
  • Completely rig and skin a character to get it ready for animation

Course content

2 sections29 lectures6h 7m total length
  • Download Course Files Here!0:06
  • Intro, Parenting and Scene Management17:12

    Source files for Volume 1

  • Joint Creation10:45

    Create and organize joints in Maya using the joint tool and insert point tool to build hierarchical chains, insert joints, and adjust joint radii for rigid or smooth binding.

  • Joint Orientation and Mirroring8:59

    Learn how to set and refine joint orientation in Maya using the orient joint tool to align the local rotation axes toward child joints, and mirroring skeletons for symmetrical rigs.

  • Control Handles and Set Driven Keys17:10
  • Skinning18:17

    Learn how to skin characters in Maya using smooth and rigid binds, paint weights, and influence troubleshooting to achieve natural deformation.

  • Building the Skeleton 0117:47

    Create the skeleton for a demon in Maya, place and orient joints from spine to jaw, and plan planar IK for arms and legs with clavicle, humerus, forearm, and wrist.

  • Building the Skeleton 0218:18

    Build a complete bipedal rig in Maya by creating and orienting hand and leg joints, aligning axes for natural curling, and wiring the skeleton to a root with mirror-ready symmetry.

  • Joint Orientation15:53
  • Finish Orientation and Naming16:18

    Aligns and tests joint orientations across fingers, hips, and legs, fixes local rotation axes, and establishes a naming convention to keep the biped rig organized in Maya.

  • Building the IKFK Joints17:34
  • Control Handles 0117:34

    Create and place NURBS control handles with custom attributes to provide IK and FK control across the hips, spine, jaw, and limbs, enabling faster, more precise animation.

  • Control Handles 0215:33
  • Control Handles 0314:01

Requirements

  • Autodesk Maya - Download your free trial copy here - www.autodesk.com/products/autodesk-maya/free-trial

Description

In the Bipedal Rigging Series, we take a thorough look at the complete process of rigging, creating bones, skinning, and painting weights of a character from start to finish in Maya. Even if you’ve never rigged a box before, this tutorial breaks down a complex process in an amazingly thorough – and easy to understand way.

Included in this course is a copy of the character - both before and after - so that you can follow along, or compare your rig with the instructor.

 

About the Instructor:

Justin Harrison is a Character and Technical Animator with more than 7 years experience in the game development industry. Currently, he is working for Molten Games in Del Mar, CA on an unannounced title. Previously he has worked for for both Activision and Sony on titles such as The Bourne Conspiracy, Ghostbusters: The Game, as well as Transformers: War for Cybertron to name a few. Justin holds a BFA in Digital Art and Animation from the College for Creative Studies, and has a generalist skill set that ranges from artistic modeling and asset creation, to motion capture and keyframe animation, to technical rigging and character setup.

Who this course is for:

  • Absolute noobs to rigging or skinning in Maya
  • Beginners to animation or character modeling