https://i.ytimg.com/vi/uBqWRkMbqK0/hqdefault.jpg
This is a continuation of the previous 3 character rigging tutorials. This is part 4 and goes into rigging the character’s spine.
source
https://i.ytimg.com/vi/uBqWRkMbqK0/hqdefault.jpg
This is a continuation of the previous 3 character rigging tutorials. This is part 4 and goes into rigging the character’s spine.
source
7 responses to “Character Rigging – Step 4 – Spine Controls (Autodesk Maya)”
hey, sorry i had a question, you said that when in the channel box the options get green seems that there an error, that happens when i did the constrain parent with the root… am i wrong? or how can i fix it? please~ and thank you, you help me a lot <3
This is quite simple based on the simple steps, but my head joint will not constrain to my curve 🙁
I was reading on the fourms and I could not really find a good answer, just something about using splines instead of orinet based on the version that I am in. I have tried this several times and for some reason after I constrain, the head ctrl only moves the s curve
cant u scale on object mode and then freeze its transformation?
i notice you didn't orient the joints, was it on auto, did i miss it, or was it not necessary on this model?
Are spine and legs with IK?
"thank you guys so much for walking" #21:32 -CtrlAultDelTutorials XD 🙂 love your work
i have to comment… this its a new thing happening in my mind. im having fun listening to a extremely cute voice being pro at maya… its like the weirdest boner ever… and i like it