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Character Rigging for Production in Maya
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Released Jun 1, 2010
  • Maya
    Maya 2011
  • 9h 36m
  • 211,439 views
  • Project Files Included
Delano Athias

Pluralsight

Delano Athias
In this Maya tutorial, we will cover tools and techniques for setting up character rigs in Maya. Step by step, we'll construct a control rig that is robust and animator-friendly. We'll learn everything from proper joint placement and techniques for correcting a joint's orientation to learning fun ways we can preserve volume as our mesh deforms and how to make our controls efficient and easy to comprehend. We'll also learn how to build some fun MEL tools that will help speed up our workflow, bringing that time back into constructing our control rigs with the best methods.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:11
Prepping our scene
2

Prepping our scene

 
11:14
Creating a renaming tool
3

Creating a renaming tool

 
11:11
Building the left leg joint
4

Building the left leg joint

 
07:52
A technique for re-orienting joints and finishing the leg joints
5

A technique for re-orienting joints and finishing the leg joints

 
18:02
Setting up foot roll joints
6

Setting up foot roll joints

 
11:01
Creating a tool that generates a box curve
7

Creating a tool that generates a box curve

 
06:46
Scripting a joint curve
8

Scripting a joint curve

 
18:45
Constructing foot controls
9

Constructing foot controls

 
11:34
Setting up the foot controls and rigging the toe bend
10

Setting up the foot controls and rigging the toe bend

 
09:15
Rigging a foot bank
11

Rigging a foot bank

 
08:35
Finishing the foot bank rig
12

Finishing the foot bank rig

 
09:55
Adding knee controls
13

Adding knee controls

 
03:55
Establishing knee association curves
14

Establishing knee association curves

 
09:54
Writing a script to generate joints on each selected vertex
15

Writing a script to generate joints on each selected vertex

 
16:09
Building the nSpine joints
16

Building the nSpine joints

 
09:27
Adding in a spline IK and initial connections of the nSpine
17

Adding in a spline IK and initial connections of the nSpine

 
09:19
Creating upper body control curves
18

Creating upper body control curves

 
09:45
Starting to add twisting to our nSpine
19

Starting to add twisting to our nSpine

 
06:51
Setting up the initial twisting in the nSpine
20

Setting up the initial twisting in the nSpine

 
13:38
Completing the setup of the nSpine locators
21

Completing the setup of the nSpine locators

 
09:55
Choosing a stable rotate order for control objects
22

Choosing a stable rotate order for control objects

 
04:12
Finishing the nSpine
23

Finishing the nSpine

 
06:25
Building the shoulder and arm chains
24

Building the shoulder and arm chains

 
09:48
Building finger joints
25

Building finger joints

 
11:15
Rigging shoulder controls
26

Rigging shoulder controls

 
13:52
Establishing IK arm controls
27

Establishing IK arm controls

 
06:59
Adding elbow controls for the IK arm
28

Adding elbow controls for the IK arm

 
03:35
Establishing elbow association curves
29

Establishing elbow association curves

 
05:28
Dynamically parenting the arm controls
30

Dynamically parenting the arm controls

 
09:14
Setting up IK/FK switch controls
31

Setting up IK/FK switch controls

 
10:01
Building FK controls of the arms
32

Building FK controls of the arms

 
12:15
Finishing the FK arm controls
33

Finishing the FK arm controls

 
12:08
Dynamically orienting the FK arm controls
34

Dynamically orienting the FK arm controls

 
06:31
Creating a tool that parents shape nodes
35

Creating a tool that parents shape nodes

 
12:56
Starting on finger controls
36

Starting on finger controls

 
10:01
Finishing the finger controls
37

Finishing the finger controls

 
09:37
Building arm and forearm twist joints
38

Building arm and forearm twist joints

 
10:42
Establishing arm and forearm twist controls
39

Establishing arm and forearm twist controls

 
10:54
Wrapping up our forearm twist rig
40

Wrapping up our forearm twist rig

 
08:53
Rigging the left arm with an automatic clavicle feature
41

Rigging the left arm with an automatic clavicle feature

 
12:43
Setting up an automatic clavicle on the right arm
42

Setting up an automatic clavicle on the right arm

 
08:13
Building the neck and head bones
43

Building the neck and head bones

 
04:40
Establishing a head control
44

Establishing a head control

 
06:33
Dynamically parenting the head control
45

Dynamically parenting the head control

 
03:06
Creating facial joints
46

Creating facial joints

 
05:47
Renaming and the facial joints
47

Renaming and the facial joints

 
05:23
Building facial controls
48

Building facial controls

 
10:27
Adding parent controls to our facial rig
49

Adding parent controls to our facial rig

 
07:03
Wrapping up the facial controls
50

Wrapping up the facial controls

 
04:53
Blinking the eyes
51

Blinking the eyes

 
11:05
Constructing eye controls
52

Constructing eye controls

 
07:37
Dynamically parenting the eye controls
53

Dynamically parenting the eye controls

 
04:27
Starting to rig the eyes
54

Starting to rig the eyes

 
06:18
Finishing the left eye
55

Finishing the left eye

 
04:09
Finishing the right eye
56

Finishing the right eye

 
07:04
Cleaning up the scene and adding a global control curve
57

Cleaning up the scene and adding a global control curve

 
09:50
Adding a Character Set
58

Adding a Character Set

 
03:53
Binding the character and the magic of dual quaternion skinning
59

Binding the character and the magic of dual quaternion skinning

 
07:57
Binding the eyebrows and blocking in weights with dual quaternion skinning
60

Binding the eyebrows and blocking in weights with dual quaternion skinning

 
07:57
Refining the deformations of the head
61

Refining the deformations of the head

 
05:02
Finishing the weights on the left leg
62

Finishing the weights on the left leg

 
07:59
Wrapping up the weights on the left hand
63

Wrapping up the weights on the left hand

 
06:04
Adding and editing influence objects
64

Adding and editing influence objects

 
08:25
Finalizing the left arm's weights
65

Finalizing the left arm's weights

 
04:35
Painting weights on the neck
66

Painting weights on the neck

 
03:45
Double-checking deformations
67

Double-checking deformations

 
04:47
Mirroring skin weights and finishing the character rig
68

Mirroring skin weights and finishing the character rig

 
07:51