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Maya rigging - FINAL

By Jahirul Amin
Web: Open Site
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Date Added: 1st July 2014
Software used:
Maya
1888_tid_mainimage.jpg
 

Finalize your rig in Maya with the help of Jahirul's hour-long video tutorial and written guidance for the finishing touches...


1888_tid_zfeature_artist_profile.jpg

Tutorial assets

Click here to download assets to accompany this tutorial

Previous chapters


Maya rigging: Introduction to rigging
Maya rigging: Introduction to rigging a human torso
Maya rigging: Introduction to rigging the neck and the head
Maya rigging: Introduction to rigging the shoulder and the arms
Maya rigging: Introduction to rigging the hands
Maya rigging: Introduction to rigging the legs
Maya rigging: Introduction to rigging the feet
Maya rigging: Introduction to rigging the fingers and thumbs
Maya rigging: Introduction to cleaning up the rig
Maya rigging: Introduction to skinning
Maya rigging: Introduction to corrective blend shapes

We now come to the final part of this Introduction to Rigging series in Maya. Here we will add a couple of extra features and prepare the rig to be passed on to the animators. The features we will add include adding space-switching to the FK arm and leg controls (as we have done for the head in the past), and also adding the ability to translate the jaw. We'll also look at adding an attribute that allows us to switch between the low resolution mesh and the medium resolution mesh, and using nCloth to drive the pants. After this, I'll give a brief overview of how you could approach the face (a huge topic of its own). I'll finally look at how we can set up a workflow that allows the animator to reference in the animation rig to his/her scene file which will allow us, the riggers, to make updates to the rig during the animation process, if required.


Adding the finishing touches in Maya


A quick deformation test of the final rig

Space-switching for the arms and legs

As we did for the head and the eyes, let's add a feature that allows the animator to decide how the FK arm and leg controls should follow the body. Start by creating 4 locators (Create > Locator) and increase the Local Scale in the Channel Box to make them more easily selectable. Rename the locators: l_armShoulderFollow_loc, l_armTorsoFollow_loc, l_armCOGFollow_loc and l_armWorldFollow_loc. Select all 4 locators and parent them all under l_upperArm_FK_ctrl, zero out the Translate and Rotate values in the Channel Box to snap them into place, and then un-parent them.

Now, select in this order; l_armShoulderFollow_loc, l_armTorsoFollow_loc, l_armCOGFollow_loc and l_armWorldFollow_loc and then l_upperArm_FK_ctrl_auto and go Constrain > Orient. We now want to parent the 4 locators under the relevant control so we get the desired behavior. So, parent l_armShoulderFollow_loc under l_shoulder_ctrl, l_armTorsoFollow_loc under chest_IK_ctrl , l_armCOGFollow_loc under COG_ctrl and lastly, l_armWorldFollow_loc under follow_loc_grp.

1888_tid_fig_01a.jpg
The 4 locators placed at the same position as the l_upperArm_FK_ctrl


next page >

 
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Readers Comments (Newest on Top)
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(ID: 287485, pid: 0) Mohammed Sharif Ali on Fri, 18 July 2014 12:25am
Hi there, great tutorial but the link for downloading the project file is broken can you fix it please?
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(ID: 284965, pid: 0) Carl Kein Valencia on Mon, 07 July 2014 7:55am
Thank you so much.. i've learned so many things from these tutorials, i followed along from your modelling, hopefully you could do some texturing and lighting
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