Basic bipedal character rigging setup in Maya – Part 1 of 8


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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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31 responses to “Basic bipedal character rigging setup in Maya – Part 1 of 8”

  1. Hello

    Texturizei my character for animation, combined knits and they disappeared when I opened the porgrama the next day. I better do Rig with separate meshes or continue to make a combination of them? I think it was maya error and not the combination of the meshes.

  2. how do you do the arms if they arent parallel to the shoulders. I have a model with the arms angled down towards the ground??? The top view doesnt show the models arms for some reason

  3. Hello Jamie, nice tutorial ..it's been a guide for quite some time.
    But I wanted to ask you something,
    how can I setup a good Rotation Controller system, because every time I do it, it's not working. I want to be able to rotate my model (x,y,z) 
    thank you

  4. One problem people make, which he pointed out,is name them how the body parts are from the perspective of the character. Calling the Left leg the Right leg is gonna get confusing later on

  5. really great tutorial, just a head up though for people following along, its more common and professional to move the joints opposed to rotating them. You want to keep the joints all in the 000, 111 range

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