Take a deep dive into 3D character animation and rigging in Autodesk Maya.
Overview
Syllabus
Introduction
- Create rigging and animation with Maya
- Taking advantage of the exercise files
- Creating replacement animation
- Using offset parent matrices
- Scripting offset parent matrices
- Animation timeline bookmarks
- Using proximity pins
- Using UV pins
- Proximity wrapping
- The Rivet command
- Animating blinks
- Changing eye direction
- Eye direction and head turns
- Rigs for dilating pupils
- Matrices instead of constraints in rigs
- Using the Pose Editor in skinning
- Scaling rigs
- Picking up objects
- Advanced snapping for joint placement
- Bonus tools in Maya for rigging
- Setting up a ribbon rig
- Rigging a flexible arm with ribbons
- Adding deformers to a ribbon rig
- Skinning ribbon rigs
- Understanding animation layers
- Walk cycle to progressive animation
- Animating overlap quickly
- Working with HumanIK
- Rokoku motion assets
- Smoothing out creases with Delta Mush
- Controlling stretch with tension
- Using nodes instead of constraints
- Cartoon eyes using lattices
- Rigging cartoon eyes
- A pose or T pose?
- Using UVs to select vertices
- Copying skin weights
- Import/export skin weights
- Creating a head aim control
- Namespaces for characters
- Edit characters with pattern rename
- Edit animation in the Time Editor
- Change walk cycle direction with Redirect
- 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
- That's a wrap
Taught by
George Maestri