In this course, we will delve into the depths of rigging in computer graphics. This will be an introductory course focused on using Maya but the concepts can be easily applied to other packages. From joint placement to rig finalling, we will be taking our CAVE base mesh to build a rig fit for animation. We’ll also clarify the role of the rigger and get accustomed to some of the principal tools used during this process, and also some common practices to create clean rigs that won’t drive animator’s nuts.
Please note, the course was created a few years back. However, the concepts are still relevant to this day.
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Lessons in this course
01. Rigging fundamentals
Before jumping in and creating joints left, right and center, let's take a step back and look at the aims of creating a rig and the main tools used in the rigging process.
02. Rigging the torso
Following on from the introduction, we will now take on the task of creating a flexible torso rig for our character.
03. Rigging the neck and head
With the torso rig complete, we have a base to start adding the neck, head, arms and legs. Although you could go in any one of these directions, we’ll tackle the neck and head next.
04. Rigging the arms
The lesson will focus on the arms, and creating FX and IK controls.
05. Rigging the hands
In this section we are going to create the joints and controls for the hands.
06. Rigging the legs
We now move on to rigging the lower limb. We’ll tackle the legs much in the same way in which we handled the arms. We’ll create three joint chains, add twist joints, allow for FK/IK blending, etc.
07. Rigging the feet
We now come to the foot. We’ve already created its FK controls, so here we will mainly focus on creating the reverse foot setup for the IK leg
08. Cleaning up the rig
In this lesson, we'll spend some time to clean up the rig and add additional functionality, such as space switching, auto breathing attributes and more.
09. Skinning - setting up the volume joints
In this lesson, we will take a look at adding additional joints to the rig to help maintain volume.
10. Skinning - blocking out the weights
With all the joints in place, let's now turn our attention to blocking out the skin weights.
11. Skinning - refining the weights
Now that we have the weights blocked out, let's move on to refining and cleaning up the skinning.
12. Finalising the rig
With the skinning complete it's time to finish off the rig, so we can pass it on to the animation team.
Course Fee: £4.99
All proceeds will be donated to Just ONE Tree