https://i.ytimg.com/vi/TP_ROLmI5ck/hqdefault.jpg
IR AL CURSO – https://www.factor3d.com/cursos/maya/complete-bipedal-rigging-games-maya
In the Bipedal Rigging Series, we take a thorough look at the complete process of rigging, creating bones, skinning, and painting weights of a character from start to finish in Maya. Even if you’ve never rigged a box before, this tutorial breaks down a complex process in an amazingly thorough – and easy to understand way.
Included in this course is a copy of the character – both before and after – so that you can follow along, or compare your rig with the instructor.
About the Instructor:
Justin Harrison is a Character and Technical Animator with more than 7 years experience in the game development industry. Currently, he is working for Molten Games in Del Mar, CA on an unannounced title. Previously he has worked for for both Activision and Sony on titles such as The Bourne Conspiracy, Ghostbusters: The Game, as well as Transformers: War for Cybertron to name a few. Justin holds a BFA in Digital Art and Animation from the College for Creative Studies, and has a generalist skill set that ranges from artistic modeling and asset creation, to motion capture and keyframe animation, to technical rigging and character setup.
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2 responses to “The Complete Bipedal Rigging for Games in Maya”
You need to also delete the constraint in the outliner else you are gonna have a lot of "old crap" on your things….. Breaking connection is not enough… I would say…
Good video. Surprised it’s based in maya 2012 not maya 2018…