Maya finger rigging tutorial using SDK Part 1 of 2


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Maya character rigging tutorial on how to use a control object with custom attributes to curl a characters fingers. Covers finger joint placement, adding custom attributes, and hiding common attributes. Part 2 covers set driven key.

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14 responses to “Maya finger rigging tutorial using SDK Part 1 of 2”

  1. Thank you very much for making this video, it's been very useful to me, your explanations are clear and precise enough to understand why do this or that without getting lost in too much information =) Now I'm going to try to follow up part 2 and create some expressions for my hand!

  2. @ktmbua To parent the finger joints to the wrist, select the top join for each finger (the knuckle joints), then select the wrist joint, and hit the P button on the keyboard. To parent anything in Maya, select the children, then the parent last, and hit the P button

  3. @CalvinBGood I think I understand your problem now. When you select the top joint of a finger in the 3D view in Maya, it looks like you're selecting all the fingers, but it really doesn't; it just highlights the children, but they're not selected. Use the outliner to select all the joints for one finger. That way, when you rotate them, all the joints in the fingers will rotate. Tell me if that helps.

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