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In this tutorial, I discuss the importance of 3D hierarchies and describe the process for creating FK controls.
– Hierarchies for riggers and animators
– Understanding local space
– Working with skeletal hierarchies
– Creating control curves
– Positioning control curves with offset nodes
– Connecting FK controls in Maya’s Connection Editor
– Synchronizing the control hierarchy with the skeletal hierarchy
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16 responses to “Tutorial: Understanding 3D Hierarchies and Creating FK Controls in Maya”
I'm wondering why did you use connection editor not using orient constrain. Is connection editor more fancy than constrain when making FK Ctrls?
is it possible to connect the translate in the connections editor without screwing up
?
wow! i love this tutorial and your methods! Thank you!
Hi Jason, I wonder why you dont use the previous human to combine the IK and FK? Tq
Very helpful tutorial
Thank you a lot!! i was going creazy with this!!
Thanks for the vid! Found a stupid simple mistake I was doing! 🙂
Great video; simple tutorial. Thank you!
is this like parenting?
thanks for the tutorial.
Hey there. This was a helpful tutorial, but I was wondering if this offset technique could apply to rigging and setting up controls for joints that aren't parallel to an axis? For example, I might need to rig a character whose arms are angled so that deformation along the shoulders and armpits are even distributed as opposed to rigging a character in a straight-up T-pose
Thanks for this tutorial.
Great tutorial!
When i'm connecting the controls to rotate it works fine. But i have a ctrl controling the translation of a joint. It messes up the joints. Moves them around as i connect. Any idea why? 🙂
Thank you very much! I did not know the exact function of the FK.
Excellent tutorial! I love your method 🙂
I think I'm really dumb cause this seems so difficult to me :/