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Rigging Game Characters in Maya 2011 - Digital Tutors
Rigging Game Characters in Maya 2011 - Digital Tutors
Date: 07 May 2011, 15:46

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Rigging Game Characters in Maya 2011 - Digital Tutors
English | VP6F 782x646 | MP3 96 Kbps | 3.30 GB
Genre: eLearning

In this collection of lessons we will learn about a wide variety of useful techniques for rigging game characters.
In this course, we will rig a character for a game in Maya. We will cover techniques like setting up our joints to have a consistent orientation throughout the entire skeleton, we will build a twist rig to fix deformations that collapse in animation, we will learn how to create a foot rig with more banking control, and even cover creating a robust and flexible spine rig with advanced twisting. We will also discuss weight painting techniques that help to speed up that process, making it less intimidating and instead more of an enjoyable experience. By the end of this course you will learn rigging techniques that can be applied to any rig you build.
Lesson Outline (49 lessons)
1. Introduction and project overview
2. Setting up the scene
3. Starting on the skeleton
4. Completing the leg chains
5. Building the reverse foot bones
6. Finishing the reverse foot rig
7. Foot bank controls
8. Creating the foot controls
9. Wrapping up the foot controls
10. Setting up knee controls
11. Connect curves for the knees
12. Starting on the spine
13. Adding flexibility to the spine
14. Twisting the spine
15. Creating upper body controls
16. Finalizing the spine
17. Rigging the Neck and Head
18. Beginning the eye rig
19. Controlling the eyes
20. The shoulder and arm chains
21. Finishing the arm chain
22. Constructing the hand bones
23. Wrapping up the fingers
24. Shoulder controls
25. Working on the arm controls
26. Completing the arm controls
27. Setting up Elbow controls
28. Connect curves for the elbows
29. Finger controls
30. Finalizing the finger controls
31. A global control object
32. Character Sets for the control rig
33. Binding the biker
34. Refining the weights of the neck and head
35. Final tweaks on the neck and head deformations
36. Correcting the deformations of the feet
37. Fine-tuning the deformations of the legs
38. Editing the spine's weights
39. Rigging the eyelids
40. Rigging the eyebrows
41. Deforming the jacket belt
42. Finishing the jacket belt rig
43. Setting up the jacket buckle
44. Blocking in the weights of the fingers
45. Finalizing the deformations of the hands
46. Creating twist joints for the arms
47. Controlling the twist joints
48. Adding the twist joints as influence objects
49. Correcting the weights of the shoulders/Finishing the rig
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