
Master the basic principles of rigging in Maya and build flexible, optimized rigs from simple exercises to character and game rigs, using joints, skinning, and rig optimization.
Master the groups and hierarchy approach to rigging in Maya by building parented transformations with geometry, joints, and controllers, enabling efficient, inheritable animation.
Organize a Maya project for rigging, creating a rigging folder, and a custom shelf with core tools. Then set up planes, locators, joints, and constraints to begin rigging.
Explore how constraints connect objects indirectly using driver and driven relationships in Maya, and learn to apply constraint types—parent, point, orient, scale, and aim—while maintaining offset.
Explore Maya joints, understanding their three degrees of freedom and how to orient primary and secondary axes for clean rigging, freeze transformations, and joint orient for bind skin.
Plan and place joints for a robot arm rig in Maya, naming each joint and aligning local rotation axes. Learn how to parent, group, freeze transforms, and prepare for skinning.
Learn how to skin a robot arm in Maya by binding joints to a single geometry, optimizing with max influences, and painting weights to achieve clean, targeted deformation.
Learn to build a clean, hierarchical robot arm controller rig in Maya using curve controllers, groups, and orientation constraints to drive joints and test animations.
Clean up a Maya robot arm rig by grouping it to one node, locking nonessential controls, and enforcing axis limits; then run a quick animation test to verify the setup.
Finish the robot arm rig and run an animation test across 600 frames to demonstrate full range of motion using a quick select set for easy keyframing.
Set up the bow joint rig in Maya by creating a joint chain, aligning orientations, and mirroring for a symmetric bow. Emphasize topology for deformation and clean skinning.
Apply skin by closest distance with up to 40 influences to the boat rig, then refine deformation by painting weights for the string and bow using smart selection and smoothing.
Build a bow controller setup in Maya by creating a main body curve, establishing a string control, and using set driven keys to drive bend through constraints.
Master zombie hand retopology in Maya by building clean finger topology with edge loops and knuckle flow for reliable rigging and deformation.
Learn to build a zombie hand rig in Maya by setting up a root joint, wrist, and hand bones, with finger chains and proper orientation, ready for skinning.
Demonstrates skinning a zombie hand in Maya by painting weights, testing joint rotations, and refining finger influence for natural bending and knuckle sharpness.
Set up a hand rig in Maya with a reusable chain script to create controllers for each finger, apply parent and point/orient constraints, adjust visuals, and clean up for animation.
Animate a zombie hand in Maya, from setup and quick select sets to frame-by-frame poses, like peace sign, fist, and thumbs up, ending with a render-ready scene.
Build a Maya rig for a rock-organic character by placing a root at the center of gravity and using a locator to center a sphere on the heart.
Explore completing the Xahnbi joint setup in Maya, comparing fk and ik rigs, building a three-bone arm with elbow controls, and using a cluster-based neck and head setup.
Learn practical Maya skinning: select joints, paint skin weights, and test jointed deformations on a character. Clean topology, fix stray vertices, and prep the rig for controllers.
During this Maya rigging tutorial, students create a zombie rig with route, body, and neck controls, using crown and circle pointer curves to drive joints and bones.
Add body controllers parented to the remote control for a cohesive rig, using ikee handles with constraints and clavicle controls for shoulder rotation.
Practice a simple idle rig animation in Maya by building a 3-frame cycle, refining with graph editor offsets, and preparing a render-ready setup with materials and glow effects.
Build spike and head cracker traps in Maya using joint rigs, skin binding, and curve controls, then animate with cycle curves in the graph editor.
Explore building a bear trap rig in Maya, including bone setup, chain joints, skinning, controllers, and constrained parenting, with a focus on articulation and animation readiness.
Rig a leg in Maya from hip to toe, align axes, apply constraints, and build a clean spine rig for a stylized character.
This lecture shows building the torso rig in Maya with clavicle, shoulder, elbow, and wrist bones, placing locators, fixing orientation, and applying driver-driven and aim constraints for an arm setup.
Learn to rig a Maya character's head with neck, jaw, and eye joints, mirror and clean transforms, and set up scalable IK/FK systems for arms, legs, neck, and spine.
Create and connect master and route controls in Maya to rig a soldier leg, mirror foot controllers, and build IK handles with pull back constraints for a clean, poseable rig.
Create and connect a reverse foot rig in Maya by building seven joints, applying constraints, mirroring the chain, and wiring IK and rotation handles for ankle, ball, and toe control.
Learn Maya rigging with direct node editor connections, linking foot controls to center and edge banks, and using conditional blends for toe and heel rotation.
Recap the soldier foot rotation by wiring central and edge banks with conditions, blend heel, toe, and ball using weights, and finalize with master control parenting and ik visibility.
Learn to rig a Maya spine by combining an F-k and an IK system, building a curved spine curve, joints, and controls, and using orient constraints to drive movement.
Enable advanced twist controls in Maya's spine rig and align world up to object rotation up. Then connect pelvis, chest, and body controls to the spine for clean IK-based system.
Learn how to set up FK and IK arms in Maya part 1, using clone chains, blender boxes, and a script to blend between systems.
Build a left arm IK/FK rig in Maya by creating a pull-vector control, using constraints, and enabling seamless IK/FK switching.
Advance a Maya FK-IK arm rig by using a script to create a keychain for the shoulder, elbow, and wrist, add box controllers, and prep fingers while troubleshooting issues.
Clean up a Maya arm by rebuilding fingers, mirroring joints, and implementing IK/FK with constraints and locators. Set up clavicle controllers and skinning for clean deformation.
Learn to build a simple humanoid head rig in maya, connecting neck, head, jaw, and eye trackers with arrow controllers, constraints, and grouped controls for smooth, hierarchical movement.
Detail the cleanup stage for a Maya character, color code joints and controllers, and use set driven keys to toggle visibility for a clean switch between two rig systems.
Apply final skinning cleanup in Maya using geodesic box binding, paint weights for eyes and jaw, and mirror weights, then test deformations with arm movement for a polished rig.
Master skinning in Maya by painting weights, smoothing, and adjusting influences to create natural leg and torso deformation, with pruning and testing in idle and attack poses.
Execute a soldier rigging test in maya, using reference rigs, posing with relaxed and intense frames, and applying ik, finger poses, and offset breathing cycles to validate a complete rig.
Is this Course Right for Me: Hey Guys! Do you want to learn the secrets and techniques to rig your own 3D Assets? Would you like to understand the how's and whys of the rigging process? This course is for those who wants to rig their characters and props but don't have any rigging knowledge at all.
If that is the case then I welcome you to Nexttut's Introduction to rigging in Maya course. Throughout this course we will be exploring all the basic principles of rigging while learning the proper techniques to create efficient and flexible rigs. We will start with simple exercises to understand the main tools and concepts and we will then jump onto more advanced rigs.
In this course you will learn
Rigging Basics
Rigging Mechanical Objects
Rigging Characters and Creatures
Rigging Props
Instructor: My name is Abraham Leal, I am 3D Artist and producer and I have 8 years of experience in the industry. Currently I lead my own studio Critical Hit where we design and produce projects for the entertainment Industry.
Project Based Course: In this course we will work on multiple projects.
This course is aimed towards students with basic knowledge in Maya, however the tools that we will be covering are easy to grasp and easy to follow. We will be using Maya so make sure to have your software up to date. Join me and you will be rigging inside of Maya in no time