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Maya: Basics of Character Rigging Part 2 (Bones)

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Uploaded by on Mar 16, 2010

Join me as we embark into the work of Character Rigging. We'll first start off with the basics of bones and how to use them. Later, we'll start Forward Kinematics and Inverse Kinematics and how to blend the two together. We'll also be created the reverse foot as well as adding "stretchyness" to our leg if the animator chooses to use it.

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Uploader Comments (ctstealth)

  • when i use the script editor the rotate the Z axis on the knee, the ankle, foot and toe bones all move and and are further right (when looked at in side view) than they were before.. what do i do!!??

  • @TehMrMatt

    This sounds like a case of double transformations. Which means you're moving something and in turn it moves one of the children under it twice as far.

    So if you rotate Z 10 degrees. Then it moves it 10 degrees, but the children are moving an additional 10 degrees.

    So my advice is to check your parents, scripting and grouping.

  • hi their, i have a noob question for the career path of a 3d modeler, and level design.

    I love to work in 3D; although, i dont like to create textures that much. Well i dont feel as comfortable doing it.

    My question is this, you stated that the animator will not see the bones?

    The 3d modeler creates the character mesh, bones... and then send them to someone to texturize right? (I mean usualy in a professional setting)

    IF yes, is this the same case for level design?

  • @Sysinput

    There are a few paths and nothing is really set in stone. In some cases, companies want their modelers to be able to do a wide variety of things. In other cases, they only want a modeler. It varies depending on the position you are applying for.

    However, a 3D modeler typically do not rig their characters. That is the Technical Director's job in most case. TDs typically create tools to make rigging a lot easier that the modeler may not have access to (since they need to be coded).

  • @Sysinput

    What I do know is that some modelers do end up texturing some of their models. This is typically low res just to get the point across but there are many who don't texture at all.

    To figure out what is best, the more you know the more appealing you are. However if you do choose to texture, make sure it looks as good as your model.

  • thanks for these really helped with my assignment for uni

  • You're welcome =)

Top Comments

  • great videos thank you special for all the time you spent doing these videos hope you get more views in the future! very helpful

  • Well, now i know why my skin was acting so strange.

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  • @ctstealth managed to get it working, but thanks for the quick reply :)

    if i placed the ankle joint BEHIND the knee joint, then the Z axis was wrong, but if i placed it in front and then moved it backwards, it works perfectly :s... strange

  • It's not a waste of two hours :) You just had a proper course in mic-management. Now you know more :)

  • hey about your mouse right clicking problem, Try updating your mouse driver, and if that dosent work, there is something wrong with your OS. Try reinstallig your OS.

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