Rigging Workshop 4 Breakdown
This class will address non-human rigging approaches and techniques. Topics included will be joint placement, setting up the kinematics and animation controls, and applying the skin clusters and other deformers.
Beginning with a standard quadruped setup we will cover a 3-bone IK leg, a horizontal spine setup and an FK/IK switchable neck. Moving on to a bat we will learn to setup wings and claws. Last a fantasy creature will be used to demonstrate an advanced tail as well as dynamic joint chains and nCloth solvers. After completing the class students will be able to design a rig for any creature, real or imagined. (The cost of this 11 week workshop is $999) | APPLY
Introduction to Creature Rigging: Terminology, anatomy and the unique approach to quadropeds v. bipeds.
Setting up the Quadruped Skeleton: Laying out the bones is the foundation for a successful rig. Anatomy will be covered including setting up a hoofed animal versus an animal with a hand or foot, a 3 bone leg, and horizontal spine.
Attaching the geometry: Using the new skinning methods in Maya we will attach the geometry much more quickly than before. The Artisan tool will be used to edit the skin cluster.
The Animation Controls: The techniques for controlling the quad rig will be covered as well as creating all of the specific animation controls. Constraints, set driven keys. and a spline IK spine will be covered.
The Bat Skeleton: We will lay out the skeleton for the bird and will learn about wing anatomy.
Painting the skin cluster: We will attach the geometry and edit the skin weights.
The Wings: We will use set driven keys and utility nodes to create the wing controls.
Setting Up the Dragon skeleton
Painting the dragon skin weights
Rigging the advanced tail: An FK IK/ Dynamic tail setup will be covered.
The wings and neck: We will setup the rest of the dragon animation controls using the techniques covered in the previous weeks.