Tutorial: Understanding 3D Hierarchies and Creating FK Controls in Maya


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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”

  1. 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

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