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LinkedIn Learning

3D Animation and Rigging Weekly

via LinkedIn Learning

Overview

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Take a deep dive into 3D character animation and rigging in Autodesk Maya.

Syllabus

Introduction
  • Create rigging and animation with Maya
  • Taking advantage of the exercise files
1. September 2020
  • Creating replacement animation
  • Using offset parent matrices
  • Scripting offset parent matrices
  • Animation timeline bookmarks
2. October 2020
  • Using proximity pins
  • Using UV pins
  • Proximity wrapping
  • The Rivet command
  • Animating blinks
3. November 2020
  • Changing eye direction
  • Eye direction and head turns
  • Rigs for dilating pupils
  • Matrices instead of constraints in rigs
4. December 2020
  • Using the Pose Editor in skinning
  • Scaling rigs
  • Picking up objects
5. January 2021
  • Advanced snapping for joint placement
  • Bonus tools in Maya for rigging
  • Setting up a ribbon rig
  • Rigging a flexible arm with ribbons
6. February 2021
  • Adding deformers to a ribbon rig
  • Skinning ribbon rigs
  • Understanding animation layers
  • Walk cycle to progressive animation
7. March 2021
  • Animating overlap quickly
  • Working with HumanIK
  • Rokoku motion assets
  • Smoothing out creases with Delta Mush
8. April 2021
  • Controlling stretch with tension
  • Using nodes instead of constraints
  • Cartoon eyes using lattices
  • Rigging cartoon eyes
  • A pose or T pose?
9. May 2021
  • Using UVs to select vertices
  • Copying skin weights
  • Import/export skin weights
  • Creating a head aim control
10. June 2021
  • Namespaces for characters
  • Edit characters with pattern rename
  • Edit animation in the Time Editor
  • Change walk cycle direction with Redirect
11. Q3 2021
  • Interactive Skin Bind tool
  • Move Skinned Joint tool
  • Component tags
  • Morph deformers
  • Solidify deformer
  • Ghosting Editor
  • Component Editor tips
  • Spring IK solvers
  • Maya muscle system setup
  • Connecting Maya muscles to skin
  • Keeping characters centered
  • Basic hair sweep mesh
  • Using Quick Rig
Conclusion
  • That's a wrap

Taught by

George Maestri

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