
Define 3D rigging as creating an interface for a model to move and deform for animation, and plan requirements to tailor rig complexity to character and prop actions.
Explore maya 2018 rigging workflows by using the hotbox and rigging menus to create skeletons, bind skin, and apply constraints, with tool access across modeling, rigging, animation, and rendering.
Explore how the channel box and attribute editor control a cube’s translate, rotate, and scale values, toggle visibility, and manage creation inputs and subdivisions for precise rigging setup.
Explore the outliner and hypergraph hierarchy in Maya 2018 for rigging. Create a custom three-panel workspace and master parenting with the P key and middle-click drag.
Explore transform versus shape nodes in Maya, access them via outliner and attribute editor, and create clean controls by shaping a circle and parenting to a cube.
Learn how to create and manage parent-child relationships in Maya, so children inherit transforms from their parents, understand single parent rules, and know why multiple parents require constraints.
Learn local space and global space by parenting cubes to nurbs circles and zeroing their transforms, so children follow the parent's transforms while retaining independent control.
Create a neutral node for rigging in Maya, snap it to the model’s center using a cluster, and apply naming conventions for resettable controls.
Rig a door in Maya 2018 using pivots, a neutral node, and global and door controls to open, close, and reposition with clean transforms.
Build a clock rig in Maya 2018 using a node editor to connect global and per-hand controls with neutral nodes and a multiply divide node for a 12-hour cycle.
This lesson demonstrates forward kinematics with a pendulum rig built from a hierarchy of controls; rotating joints propagates through the chain, enabling quick, coordinated animation.
Explore Maya constraints by linking objects with parent, point, orient, scale, and aim constraints, showing how each constraint affects translation, rotation, scale, or look at behavior.
Reference the telescope model to enable updates across scenes, set up a project workspace, organize geometry with layers and groups, and build a joint-based, constrained rig in Maya 2018.
Assign joints to deform geometry, organize the rig with a global control and empty nodes, group controls, and constrain joints to controls for a clean, reusable Maya 2018 rig.
Bind the geometry to joints with skin and bind skin, adjust weights for a simple Maya rig, and save the scene to review resting position with a single control.
Use set driven keys in Maya 2018 to drive telescope movement with a control slider, linking Z translation through a container and neutral nodes, refined in the graph editor.
Learn to build an inverse kinematics arm in Maya 2018, including joint chain setup, pole vectors, constraints, and painting skin weights for realistic bending and control.
Build a Maya 2018 switcher to attach a glass to the hand using two constraints and a 0–1 custom attribute with a reverse node, enabling seamless hand movement.
Learn to create and map blend shapes in Maya 2018, duplicating base meshes into up, down, left, and right, and driving them with controllers for game-ready animation.
plan and rig a biped for video games in Maya 2018, using ik/fk for legs and fk for the spine, arms, and head.
Create and place spine joints to form an fk chain from the hips to the chest, centered on the mass, then build nurbs-based controllers and bake animation for game rigs.
Create neck and head joints, organize rigs with groups for deformers, mechanisms, and controls, and constrain to the neck and global control to animate the biped.
Create a complete biped leg rig in Maya by building upper and lower leg joints, establishing IK/FK switches, and mirroring to the other leg, with proper constraints and visibility controls.
Master biped rigging for the feet by building fk and ik chains, setting up joints for toe, heel, and ankle deformation, and organizing controls and hierarchies for clean animation.
Build an fk biped arm rig in Maya by placing clavicle, shoulder, elbow, and wrist joints, mirroring axes, creating controls, and applying parent constraints to the chest.
Create and position finger joints for a biped hand, mirror to the other side, freeze transforms, rename and group controls, and constrain controls to joints to drive the hand rig.
Demonstrates how rotation orders determine joint motion, shows selecting orders like y z x and x y z to prevent gimbal lock, and guides binding the rig.
Bind the bones to the skin, set max influences to three, and paint weights to refine the biped rig. Mirror weights, test poses, and polish weight painting for clean deformation.
Master rigging basics for video games in Maya 2018 by cleaning the biped rig, painting finger and clavicle bones, color-coding limbs, and testing IK/FK constraints for a clean, animatable hierarchy.
Master the biped rig workflow in Maya 2018: animate with IK legs, bake animation to bones, remove constraints, optimize the scene, and export an sbx file for Unity.
Import Maya animations into Unity, identify the animation clip, switch the rig to legacy, and enable looping. Place the animated model in the scene and adjust lighting and camera.
NOTE THAT THIS IS AN INTERMEDIATE COURSE
Learning 3D rigging can be very confusing and time-consuming when doing it by yourself. I want to make the learning process easy for you, going through all the tools and concepts of rigging in very detailed videos.
In this course, we will create rigs from A to Z. From planning the rigs to developing the necesary interface a model needs to be animated.
We will do a series of rigs, from props to characters, to make sure that after finishing this course, you'll have the knowledge required to solve any rig that is presented to you.
You'll learn tips and shortcuts that will accelerate your workflow and make you understand the fundamentals of 3D rigging.
I will be available for you through the whole course, feel free to send me a message if you encounter any issue. I will help you solve it and understand why it presented itself.
So please, take this course now.
Testimonials:
"I am amazed how comprehensive this course was for time frame. It was totally engaging. There were little gems of insight all throughout, especially regarding production techniques that I was not aware of. What stood out for me were the initial simple examples used's to teach the fundamentals of Alex's rigging technique. He explained it so well with his simple rigs that you feel prepared for when he moves on to the complex bipedal model. It's easier to follow, understand and replicate."
-Lydia Dewolf
"Awesome course. I have paired this course alongside my 6th term animation classed at TorontoFilmSchool and it has helped me immensely. They instructor is a huge help and responds to questions or problems you might run into very fast and is very patient."
-Zachary Zwanenburg
"Amazing! A lot of information is explained in such a good way! I love it! For the ones who are starting to rig and for others that already now but want to reinforce their knowledge it's the best course. Also it's really useful to understand the workflow of rigging in videogames! Thank you Alex!"
-Jorge Lorenzo Hernandez Romero
"Excellent tips, tricks, and best practices that are difficult to pick up elsewhere!"
-Mark Grover
"Very thorough and concise! Best rigging class I’ve taken!"
-Mattstrangio