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Difficulty: Beginner
In this tutorial we will explore some basic ways to rig an arm in Maya. First we will add in a simple joint chain, bind the skin to the bones then add in some control objects which we will constrain the joints too. Finally we will make sure everything is neatly organised by grouping and locking/hiding unneeded channels.
Plans for the next tutorial is to show how to rig a human hand and add in custom attributes using Set Driven Keys or the Connection Editor.
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12 responses to “Basic FK Arm Rigging in Maya Tutorial 1”
Awesome tutorial, thanks!
This is brilliant: I was freaking out over IK and FK rotate plane solvers, but I didn't know you could just constrain the nurbs to the joint!
The only good tutorial out there that actually explain FK rigging. Thank you very much
you explain it very nice ๐ thank you
looove this tutorial! this is exactly what i was looking for!! thank you! ๐
good but, it would be better if tutorial is in English
This tutorial was extremely detailed. It taught me things I never knew about Maya. Still a very well-done tutorial even 2 years later.
good tutorial
thank you ๐
Hi! I'm having an issue trying to FK rig. Whenever I use the orient constraint, my joint rotates 90 degrees!
your tutorial is very useful, Thank you very much.
thanks for the tutorial