https://i.ytimg.com/vi/c538zkwxgTQ/hqdefault.jpg
Files used: http://areadownloads.autodesk.com/wdm/maya/htm_chr_quick_rigging.zip
This movie shows you how to create a basic character rig for a game or background character in just a few clicks.
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23 responses to “Quick Rigging and Skinning a character”
The controllers aren't zeroed out, animation is a pain in the ass. Do you have a fix for this?
Im trying to figure out when the best time to use this skeleton generator and when I should just create me own skeleton joint by joint? Also, what is motionbuilder and should I get it? Im trying to learn the best ways to create rigs for any character or creature with proper controls and when some ways might be more appropriate than others.
HI, how about create hand joint in quick rig?
The Quick Rigging tool is an awesome addition. Easy to use and this video explains it well. But as most of us have quickly discovered, the hand joints are not included. Without that all of our models are just 'kung-fu fighting'. I have yet to see a quick rig video that shows how to add the hand joints later. I tried but I am not able to get it to work. That simple addition to the video would be tremendously helpful. Thanks.
Question. How to use QuickRig to create brushes? Fingers?
hey imma beginner and i want to purchase ur products but i just want to knw is i have to be good in drawing or in painting to make characters like these guide me little please
Quick rig only works with perfect closed meshes, but my meshes are irregular and i have problems using geodesic binding, because my model breaks when moving my character, tried cleaning out my mesh but i failed, do anyone have an idea on what to do?
im sure this video will help somebody, so i liked it.
have a nice day
WOW man, thanks! Great video!
Would u recommended that I use the Quick rig tool then add other joints like the fingeres and toes and the IK rigs later?
Hello Maya! You mentioned in a comment before about how quick rig doesn't automatically rig fingers or facial definitions. But could it be possible to add joints to the rigged skeleton? For examples, in regards to the fingers or toes, I made new joints for the fingers and then parent them to the wrist bone. Do I have to re-skin it? Or is there a simplified way?
5:05 How do you adjust the pivot to the joint by ignoring the polygonal mesh with the V key?
in my case, I can not adjust the pivot to the quickjoint even hiding the polygonal mesh but yes to a normal joint
can i find quick rigging in the default maya 2017 ?
question, how does this fair , say to a dinosaur modelling for rigging ? i currently have 2017
nice tool, thanks!
Too bad you still have to paint so much, theres been advances but you would still think this would be possible to calculate based on curvature on the geo.
Hello anyone, can you please tell me is the quick rig tool not available in the default 2016 edition? I couldn't find the quick rig tool at all in my default maya 20116.
It works! thank you 🙂
Does this rig have a foot roll?
??????????
HI
Where can I get Mental Ray 2017 MAC OS
Hello!
Sorry to disturb you, but I have a lot of questions since I last turned to you. What about facial rigging? I have been waiting for tutorial videos about facial rigging for a long time. I would really like to learn how to do it to learn how you do facial rigging of your Emma character?
Another question:
I have learned how to do life-size characters in Autodesk Maya. What I have rigged so far with the help of your tutorial videos was not done in life-size. She was 14 cm tall. Would it be okay if I scaled my rigged woman character to the necessary size (160 cm) and then use freeze transformation function, or aren't you supposed to do this?
That's all for now.
Thank you for your help in advance.
Best regards!
What do I have to do to rig fingers in this step-by-step mode?
When I'm trying to create a rig in one click or step-by-step mode in Maya LT for this model(or for male model from content browser), I'm getting an error – "Unable to create guides. Unable to perform discrete embedding. Try to use different skeleton embedding method or a different mesh". How can I fix that?