What is the “Maya Rigging a Dinosaur“course about?
This exciting course is about learning the Rigging Tools in Autodesk Maya.
What kind of materials are included?
1. A series of video tutorials
2. A downloadable ZIP file that contains Maya work files of the dinosaur.
How long to complete?
More than 5 hours to view the Maya Modeling tutorials and to create the model.
How is this Maya training course structured?
It is mainly a hands-on learning experience whereby you create the dinosaur while viewing the videos. The series of video tutorials flows in an orderly manner to lead you to the completion of creating a digital dinosaur. You can also jump start to your preferred modeling stage at any time. What you can do is to simply make use of the Maya work files to work on.
Have a wonderful JURASSIC Rigging experience!
Create the Leg Bone
Create the Tail Bone
Create the Spine,Neck,Head,Jaw,Arm Bone
From side view, using joint tool(secondary axis= positive y), create the spine, neck and head joints. Parent the spine to the root joint.
From side view, using joint tool, create the jaw joint by clicking on the head joint.
From side view, using joint tool(secondary axis= negative z), create the arm from shoulder to finger tip.
From the front view, translate all in position. Notice many of the LRA are disorientated.
To re-orientate the LRA altogether, using skeleton>orient joint(secondary axis= negative z).
To refine LRA at finger, use component mode>?, rotate LRA manually.
To create the other finger, duplicate the existing finger. If LRA refinement needed, use component mode>?, rotate its LRA manually.
Applying Smooth Bind
Skin the Head
Skin the Head
Skin the Leg
Skin the Foot
Mirror Skin Weights
Create the Controls for the Leg
To create the 2d or 3d shape of the leg control
Connect the Controls for the Leg
To hook up the knee control and the IK handle
To hook up the reverse foot control and the leg joints
To hook up the ball control and the reverse foot control
To hook up the reverse foot control and the leg control
Create and Connect the Controls for the Toe
To create the 2d shape of the toe control
To connect the 2d shape of the toe control
We'll use set driven key to connect the driver(CTRL_L_toe) and driven(all toe joints)
Create the Controls for the root
To create the 3d shape of the leg control
To create the root control, create a polygon box. Switch on the x-ray mode.
Use EP curve tool (curve degree= 1 linear) to create a 3d cube outline shape by tracing the polygon box. Name it as CTRL_root. Snap translate its pivot to position at bon_root.
To create the 2d shape of the hip control
To create the hip control, use EP curve tool (curve degree= 1 linear) to create a 2d shape. Name it as CTRL_L_hip. Snap translate its pivot to position at bon_L_hip.
To hook up the root control and the leg joints
Parent bon_root to CTRL_root
To hook up the hip control and the leg joints
Point constraint the leader (CTRL_L_hip) and the follower (bon_L_hip).
Create the Tail Controls
Create a spline ik chain for the tail
Create clusters deformers for the spline ik chain
Create four 2d circle shapes to be the tail controls
To hook up the tail controls and the cluster deformers
Create Controls for the Spine
To create a spline ik to control the 3 spine joints
To transform and ready the spine control
To hook up the spine controls and the cluster deformers
Create the Controls for Head and Jaw
To create the 2d shape of the head control
To hook up the controls and the joints
Create and Connect the Controls for the Arm
To create the 2d circle shape of the shoulder control
To hook up the shoulder control
To create the 2d arrowhead shape of the elbow control
To hook up the elbow control and the IK handle
To connect the 2d shape of the finger control
We'll use set driven key to connect the driver(CTRL_L_finger) and driven(all finger joints)
To finish all Controls
DUPLICATE ALL CONTROLS to the mirror side
DUPLICATE REVERSE FOOT CONTROLS to the mirror side
In channel box, Hide and lock all unused parameters.
In attribute editor, assign colors to controls for better differentiation.
I am Isaac Yap. I was born in Singapore and grew up with a great interest in comics and movies. When I was thirteen years old, my first comic strip was published in the local newspaper. Thereafter, I was heavily involved in producing more and bigger comics and eventually, I landed in a job doing story-based serial comic created all by myself. Not long after I worked to create sprite animation, I was introduced to the world of computer animation that impact my life drastically. From that on, I worked for over ten years mastering almost all 3D softwares that existed at that time. Eventually, I went to Bournemouth University in UK to attain my Master Degree.
I am currently entering my 10th years of teaching 3D animation production, Drawing and Visual Story Telling.
Over these years of learning, practising and teaching, I begin to realise and strongly believe that the stories (regardless of what form it takes) not only fascinate us, they can also edify us with its strong messages that empowers us to live life better.