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Rigging for characters in Autodesk Maya
Rating: 4.2 out of 5(183 ratings)
1,108 students

Rigging for characters in Autodesk Maya

Learn to create the most complete and functional rig to animate your 3D characters from scratch to final complete rig
Created byRey3D .com
Last updated 11/2018
English

What you'll learn

  • At the end of the course, you will be able to create your own complete rigs for animation.
  • Create custom controls.
  • Add both IK and FK modes.
  • Achieve excellent deformations almost automatically without using plug ins.
  • Use Autodesk Maya for Rigging.
  • Create facial and body rig.
  • Master the complete rig that a character requires to be animated.

Course content

1 section49 lectures8h 32m total length
  • Introduction1:15

    Learn to rig a character in Autodesk Maya by building joint-driven controllers for limbs and the face, setting up facial gestures, and preparing the rig for animation.

  • General explanation4:42

    Learn intermediate character rigging in Maya by building a polygonal character scene, applying normal and texture maps, lighting, and scaffolding joints for eyebrows and facial gestures.

  • Creating the joints13:47
  • Finalizing the joints13:51

    Finalize Maya character rigging by naming and aligning joints from base shoulder to foot, create reverse foot controls, center joints, color code left and right, and duplicate for opposite side.

  • Adding the jaw joint6:04
  • Creating the base controllers4:40
  • Configuring the foot rig11:16
  • Finalizing the left foot rig12:54
  • Configuring the right foot5:52
  • Creating the arms controllers11:05
  • Creating the fingers controllers11:31

    Create finger controllers for a Maya rig by duplicating and positioning color-coded controls for each finger, naming and aligning them to joints for both hands.

  • Configuring the IK rig of the arm11:31
  • Configuring the right arm2:28
  • Configuring the FK mode in the arms7:24
  • Automatizing FK mode6:34

    Automates FK mode in Maya by using binding and spring constraints, driven keys, and load driver to toggle IK/FK control of the left shoulder group.

  • Automatizing the right arm1:54
  • Adding the FK IK switch8:08
  • Finalizing the mode FK IK configuration8:17
  • Finalizing the mode FK IK in the right arm2:50
  • Creating the remaining controllers13:33
  • Configuring the remaining corporal rig9:18
  • Configuring the global control8:22
  • Configuring the fingers rig11:23

    Configure the finger rig in Maya by applying orient constraints to drive finger joint rotations, align joint axes, relocate pivots, and add rotation attributes for smooth flex.

  • Connecting rotations with attributes6:38

    Learn to connect rotation attributes to the index finger joints in Maya using the connection editor, aligning axes and applying constraints to synchronize flexion across joints.

  • Finalizing the fingers rig7:23
  • Generating the blend shapes node10:31
  • Weighting the character's foot13:07
  • Weighting the leg10:57
  • Weighting the head and torso14:09
  • Weighting the arm13:08
  • Weighting the fingers15:55
  • Weighting the jaw14:35

    Learn to weight the jaw by creating a dedicated jaw controller, binding skin to the jaw joint, assigning influences, and refining vertex weights for open-mouth deformation.

  • Mirroring the weight3:33
  • Applying delta mush15:57
  • Optimizing deformations13:16
  • Creating the gestures18:33
  • Generating blend shapes automatically4:17
  • Connecting the new blend shapes16:00
  • Generating the eyebrows gestures13:23
  • Connecting the new blend shapes8:21
  • Naming the blend shapes properly7:32
  • Optimizing facial gestures11:09
  • Creating and configuring the eyebrows controllers17:05
  • Configuring the eyelids rig11:01
  • Creating the lips clusters13:51
  • Creating the remaining clusters19:10
  • Duplicating clusters automatically12:14
  • Creating the remaining facial controllers14:46
  • Simplifying and optimizing our rig17:12

Requirements

  • You do not need any prior knowledge, because the course is step by step and from scratch.
  • Autodesk Maya 2016, 2017 or 2018 installed.

Description

A great course where you will learn to create a very complete rig, both facial and body excellent to be animated later, we will start from scratch having the character ready to get the final complete rig, we will create the bones (joints) and name them appropriately to duplicate them to the other side automatically, we will create the IK handles to give movement in hands and feet, we will create the controls for each part of the body, we will configure the switch from IK to FK for the arms, in this way our character will be able to emulate any movement of the hand, later we will create the facial controls, as well as the jaw bone to have an easy-to-use facial rig, we will configure the eyes, the overall control and the mouth of the character.

Finally we will create the facial gestures, we will configure the rig of the fingers and weigh the character to achieve excellent deformations almost automatically and without using plugins.

No doubt the ideal course for you if you are interested in learning to create complete and functional rigs for the animation of 3D characters.

At the end of the course you will be able to create a complete and functional rig for your own characters and thus move to the animation stage.

In summary, with this course you will learn:

  • Use Autodesk Maya for Rigging
  • Create complete and functional rigs for animation
  • Create custom controls
  • Add both IK and FK modes
  • Automate a rig
  • Create facial and body rig
  • Achieve excellent deformations almost automatically
  • Create facial gestures
  • Automate the creation of facial gestures
  • Tips for locating bones and controls
  • Configure the jaw and mouth in general
  • Test and optimize a rig

Who this course is for:

  • Any enthusiast, student or professional who wants to learn to create complete rigs for character animation using one of the best 3D programs Autodesk Maya.