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Introduction to Rigging in Maya 2013
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Released Nov 1, 2012
Delano Athias

Pluralsight

Delano Athias
In this set of tutorials we will take an introductory look into rigging tools and techniques in Maya! We'll start by learn the basics, which include everything from how to establish solid naming conventions to how to work with Maya's joint and IK handle tools. We'll then cover more complicated topics like setting up an enhanced IK rig, using the Node Editor to create a counter twist rig that preserves volume, as well skin weighting techniques, and more.

We'll also learn how Maya's interface can be customized to work faster. By the end of the tutorial, you will be comfortable enough to utilize Maya's rigging features to rig your own assets!
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
00:48
Choosing solid naming conventions
2

Choosing solid naming conventions

 
08:10
The most basic form of rigging
3

The most basic form of rigging

 
09:02
How to modify a pivot in Maya
4

How to modify a pivot in Maya

 
04:36
The Joint tool
5

The Joint tool

 
10:59
A look at more of Maya's joint properties
6

A look at more of Maya's joint properties

 
13:49
Limiting joint rotations
7

Limiting joint rotations

 
03:43
Creating a broken-hierarchy leg rig with the help of Maya's Disconnect Joint tool
8

Creating a broken-hierarchy leg rig with the help of Maya's Disconnect Joint tool

 
12:29
Removing joints non-destructively
9

Removing joints non-destructively

 
01:59
The Rotate Plane Solver vs the Single Chain Solver
10

The Rotate Plane Solver vs the Single Chain Solver

 
07:03
The Spline IK Solver
11

The Spline IK Solver

 
06:42
Adding controls to our Spline IK rig
12

Adding controls to our Spline IK rig

 
10:22
Blending between IK and FK in Maya
13

Blending between IK and FK in Maya

 
04:12
The benefits of working with groups in Maya
14

The benefits of working with groups in Maya

 
15:14
The Point Constraint
15

The Point Constraint

 
04:24
Utilizing the Orient Constraint
16

Utilizing the Orient Constraint

 
05:06
Working with the Parent Constraint
17

Working with the Parent Constraint

 
05:47
The Aim Constraint
18

The Aim Constraint

 
05:10
How to create an animator-friendly control object
19

How to create an animator-friendly control object

 
11:03
Creating custom attributes and utilizing the Connection Editor
20

Creating custom attributes and utilizing the Connection Editor

 
09:45
Utilizing Maya's Node Editor
21

Utilizing Maya's Node Editor

 
10:34
Understanding Rotation Order
22

Understanding Rotation Order

 
08:09
Establishing Driven Key relationships
23

Establishing Driven Key relationships

 
07:27
The Lattice Deformer
24

The Lattice Deformer

 
06:20
Smooth binding geometry
25

Smooth binding geometry

 
06:14
Repositioning skinned joints without affecting deformations
26

Repositioning skinned joints without affecting deformations

 
02:09
Editing Smooth Skin deformations in Maya
27

Editing Smooth Skin deformations in Maya

 
11:01
Smoothing weights effectively with Maya's Weight Hammer tool
28

Smoothing weights effectively with Maya's Weight Hammer tool

 
04:03
Double Transformations
29

Double Transformations

 
02:59
Working with Influence Objects
30

Working with Influence Objects

 
10:02
Mirroring weights in Maya
31

Mirroring weights in Maya

 
03:32
Exploring Maya's Rigid Binding tool
32

Exploring Maya's Rigid Binding tool

 
06:16
Reassigning influence with Maya's Edit Membership and Paint Set Membership Tools
33

Reassigning influence with Maya's Edit Membership and Paint Set Membership Tools

 
07:16
Modifying influences without destroying the deformations of a Rigid Bound surface
34

Modifying influences without destroying the deformations of a Rigid Bound surface

 
03:42
Smoothing rigid deformations with Flexors
35

Smoothing rigid deformations with Flexors

 
08:56
Swapping geometry after it has been bound
36

Swapping geometry after it has been bound

 
02:31
Morphing geometry with Maya's Blend Shape deformer
37

Morphing geometry with Maya's Blend Shape deformer

 
04:27
Modifying an object's input order
38

Modifying an object's input order

 
02:33
Editing Blend Shapes
39

Editing Blend Shapes

 
04:39
Customizing Maya's interface to work more efficiently
40

Customizing Maya's interface to work more efficiently

 
11:19