Part 3

Animator Friendly Rigging Part 3 is the last bit of the third part in a multi-part series on creating animation rigs in Maya that are fun to use for the animator.  This section comes in 3 parts, focusing on the arms and hands of the character.

Part 3a continues the discussion on how to rig a bipedal character, focusing on the arm and how one might handle fk/ik setups. It covers the following topics:

  • Acquiring/ Analyzing Reference
  • Fk/IK Arm Rigging Toolkit *

Preview

This part of the series comes with over 100 pages of documentation, and nearly 2 hours of video, numerous Mel scripts, and scene files.

Part 3b continues from part 3a with the discussion on how to rig a bipedal character, focusing on the arm and how one might handle fk/ik setups. It covers the following topics:

  • Fk/IK Arm Rigging Toolkit – continued Shoulder control
  • Applying the toolkit to an actual arm rig
Preview

This part of the series comes with over 160 pages of documentation, and 2 and a half hours of video, numerous Mel scripts, and scene files.

Part 3c continues from part 3b with the discussion on how to rig a bipedal character, focusing on the fingers and how to make a simple to animate, and incredibly expressive rig. It covers:

  • the Finger Rigging Toolkit
  • Reverse Hand Hierarchy
  • Loops

Excerpt

This part of the series comes with over 260 pages of documentation, and 2 and a half hours of video, numerous Mel scripts, and scene files.

* In Torso Rigging Toolkits, we discuss the various types of controls that are needed to create the body parts, and go into depth on what they each are.  This is a standard technique that I like to use when rigging, it allows me to explore ideas and practice before committing to a final rig.

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