Rigging in maya tutorial for free download




















Project Based Class: In this class we will work on multiple projects. Related Articles. Connect with D. I allow to create an account. When you login first time using a Social Login button, we collect your account public profile information shared by Social Login provider, based on your privacy settings.

We also get your email address to automatically create an account for you in our website. You should notice that the joint is orientated towards the child joint and the rotate channels all have zero values in them.

Pop over to the Attribute Editor and under the Joint tab you will find the jointOrient. Here you can see how the joint uses the orientation to aim at the child joint rather than have values set in the rotate channels. Activate the Translate tool, set the mode to Object and you should also notice that the joint aims at the child joint along the X-axis. This is known as the Aim Axis. The translate X value of the child joint also gives us the length of the parent joint.

This is very useful for adding extra features to your rig such as squash and stretch. Now we shall place the joints or orient them into the correct place within the mesh.

I am pretty passionate about this point: if there is one thing that I feel is uber-important when rigging, it is the clean placement of joints. As the joints are, very simply, pivot points, the placement of them will dictate how the character articulates. Bad placement equals bad deformation. So here are some of the guidelines that I follow when creating joints.

Firstly, only the root joint in a chain can have translate values in X, Y and Z. All children joints can only have a value in translate X giving us the length of the joint and all Rotation values for every joint must be at 0. When we actually come to creating the rig, we'll use some of Maya's default tools as well as a few scripts to aid us in the speedy creation of joint chains, my favorite being Michael Comet's Mel Script Suite. Two of the most important features of joints, the jointOrient and the translate X the length of the joint.

Rotation Order refers to the order of operation in which the orientation of the selected object will be evaluated in. Let's pick this apart in Maya. In a new scene, create a 3-joint chain that mimics an arm in the front view. What this means is that the Z axis will carry both the Y and X axes.

The Y axis will carry the X axis and the X axis will not carry any other axis. If you read it from right to left, it makes more sense, I find. Now if you have your rotate mode set to Local, you may think that this is not the case as you rotate the shoulder around. So set the rotate channels to 0 for the shoulder and set Rotate mode to Gimbal. Rotate the arm now and you will be shown the true representation of what the axes are actually doing. Rotate the Y channel degrees and very quickly, you now have 2 axes sitting one on top of the other: the X over the Z axis.

You have now hit Gimbal Lock, my friend: 2 axes giving a similar rotational movement. This is not a good state to be in but one that is unfortunately unavoidable in some situations.

So, how do we combat this? Well, quite simply, we need to figure out which rotational axes are the most important for that part of the rig and then edit the Rotate Order to support this. As long as we test the rig as we create it and open up the communication lines with the animator to find out how they intend to animate the character, we can put provisions in place to make their life easier.

Changing the Rotate mode to Gimbal. Lastly, we will look at creating animation controls. This will bring everything that we've covered so far together: parenting, hierarchies, constraints, clean placement and rotation order will all be at play here.

You may be thinking, why not just animate the joints? This is fine with very simple rigs but there is only so much you can do with a purely joint-based setup. Plus animators are a wild bunch who are fond of deleting things they should not, and recreating a deleted joint will keep you up longer than recreating a deleted control on most occasions. The most common object for animation controls is a curve. Curves are non-renderable and you can very quickly edit the shape by going into component mode.

For every control, I like to create a small hierarchy using group transform nodes. This allows me to place and orient the control in the same exact location as the joint it will control, which is very important. It allows for secondary levels of control, and also it allows the animator to return the control back to the default state by zeroing out the translate and the rotate channels. So let's try this out now on a simple 3-joint chain. Like we did previously, create a 3-joint chain that mimics an arm and rename the joints as before.

For now, we will create controls for the first 2 joints in the chain. To position the control, I use one of the 2 following methods.

Both will get you to the same end goal so pick either method that suits you. You will also notice that the orientations line up. These are the co-ordinates of where this node is in World space. We need to leave these as they are. This is what we want. Disable Maintain offset and hit Apply.

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