Add squash and stretch to a rig in Maya, using techniques specific to cartoon characters: stretchy joints, IK/FK switching, and facial rigging.
Overview
Syllabus
Introduction
- Welcome
- Using the exercise files
- Assumptions and model requirements
- Basic stretch theory
- Setting up the leg joints
- Measuring the joint chains
- Creating stretch using expressions
- Creating stretch in the Node Editor
- Finalizing leg chains
- Drawing the hip and spine joints
- Adding controllers to the hip and spine
- Adding spine stretch
- Basic FK/IK switching theory
- Setting up the joints and controllers
- Wiring up the FK/IK rig
- Adding in stretch
- Finalizing the arm
- Manipulating faces with blend shapes
- Creating jaw controls with joints
- Skinning the character
- Adjusting skin weights
- Creating controls for facial animation
- Controlling eyelids
- Wiring custom sliders
- Wiring simple two-way controls
- Wiring complex two-way controls
- Rigging the eyes
- Controlling the teeth
- Cleaning up the rig
- Animating a simple test
- Next steps
Taught by
George Maestri