Rigging In Maya: Realtime Alien
Welcome to my Rigging in Maya series.
Here you will find the assets which will allow you to follow my YouTube series, and build your own real-time alien rig.
Over the duration of this course, I will walk you through the process of creating a realtime rig, which can be animated and exported to a game engine, like unreal.
We will take a prebuilt model, and explore the fundamentals of model preparation, joints and skeleton building before we move on to skinning and painting weights. After that we will focus on creating the controls and systems which will allow the animator to breathe life into him.
What is more, where possible, we will also be building this rig using Mayas new offset parent matrix attributes and matrix nodes to make it more robust and efficient.
Now includes the script used in the videos!
Transfer attributes to offsetParentMatrix
Find all the videos below
The videos cover -
Model Preparation
Joint Fundamentals
Skeleton Building
Rotational Axes & Orders
Skin Binding & Editing
Painting Skin Weights
Control Creation
Hierarchy & Attributes
Control Joints
Spine FK & IK Systems
Neck, Head & Eye Rigs
FK Limbs
IK Limbs
Space Swapping
Twist & Roll Joints
Reverse Foot Systems
Clavicle & Finger Rigs
Squash & Stretch
Final Adjustments
Welcome to my Rigging in Maya series.
Here you will find the assets which will allow you to follow my YouTube series, and build your own real-time alien rig.
Over the duration of this course, I will walk you through the process of creating a realtime rig, which can be animated and exported to a game engine, like unreal.
We will take a prebuilt model, and explore the fundamentals of model preparation, joints and skeleton building before we move on to skinning and painting weights. After that we will focus on creating the controls and systems which will allow the animator to breathe life into him.
What is more, where possible, we will also be building this rig using Mayas new offset parent matrix attributes and matrix nodes to make it more robust and efficient.
Now includes the script used in the videos!
Transfer attributes to offsetParentMatrix
Find all the videos below
The videos cover -
Model Preparation
Joint Fundamentals
Skeleton Building
Rotational Axes & Orders
Skin Binding & Editing
Painting Skin Weights
Control Creation
Hierarchy & Attributes
Control Joints
Spine FK & IK Systems
Neck, Head & Eye Rigs
FK Limbs
IK Limbs
Space Swapping
Twist & Roll Joints
Reverse Foot Systems
Clavicle & Finger Rigs
Squash & Stretch
Final Adjustments
Welcome to my Rigging in Maya series.
Here you will find the assets which will allow you to follow my YouTube series, and build your own real-time alien rig.
Over the duration of this course, I will walk you through the process of creating a realtime rig, which can be animated and exported to a game engine, like unreal.
We will take a prebuilt model, and explore the fundamentals of model preparation, joints and skeleton building before we move on to skinning and painting weights. After that we will focus on creating the controls and systems which will allow the animator to breathe life into him.
What is more, where possible, we will also be building this rig using Mayas new offset parent matrix attributes and matrix nodes to make it more robust and efficient.
Now includes the script used in the videos!
Transfer attributes to offsetParentMatrix
Find all the videos below
The videos cover -
Model Preparation
Joint Fundamentals
Skeleton Building
Rotational Axes & Orders
Skin Binding & Editing
Painting Skin Weights
Control Creation
Hierarchy & Attributes
Control Joints
Spine FK & IK Systems
Neck, Head & Eye Rigs
FK Limbs
IK Limbs
Space Swapping
Twist & Roll Joints
Reverse Foot Systems
Clavicle & Finger Rigs
Squash & Stretch
Final Adjustments