Basic bipedal character rigging setup in Maya - Part 7 of 7

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Uploaded by on Aug 9, 2011

In this tutorial series you will learn a basic way to rig a bipedal character. Stepping through the joint creation process through to the creation of IK an supporting animation helpers.. this tutorial ends in a basic rundown on how to paint skin weight for deformation.

This tutorial will be followed at a later date by and advanced setup tutorial..

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Education

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Uploader Comments (1976Bukkits)

  • Super helpful tutorial! Thanks a bunch, it may have saved my life. Is there a way to save a key frame of the entire model and not just the individual joints?

  • @wukasz91 You could look at character sets..

  • Thank you! These tutorials are really good, clear and so helpful!

    I have followed all of your steps ( I think ). But I'm not able to transform the scale of the entire set up to fit the scene I built for it, should I be able to do it after following all of your steps, or do I need to do something extra? Like parent them to a master control curve or something?

  • @xtk7ff

    Yeah.. scale is something you wanna sort out before you rig.. otherwise you'll have the problem you're having now..

    As such I don't make my rigs to be scaled.. it is possible but normally not a good idea..

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All Comments (6)

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  • thank you, this tutorial was so helpful

  • Thank you very much man. Iv followed the whole tutorial with my own Ninja Mesh. and its JUST perfect... thank you very much. Can you please make a tutorial to "add several meshes to the same bones and being able to change them like a collection of hats :P?

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