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3D - RIGGING- SYLLABUS

1. Introduction To Rigging

We will start with why we need to rig characters and how different types of rigs are made. 

We will explore the grouping, parenting and hierarchy in maya by doing a short exercise. 

2. Learning about joints 

In this lesson we will learn about the joint system in maya and how it is connected to hierarchy and parenting.

We will also explore the skeleton menu including all the tools, while learning how to edit and orient joints.

3. Learning constraints 

We will explore the constraints menu while going through all the tools.

We will create controls for joints using constraints.

4. Biped - Building the skeleton 

We will learn how to check whether the model is good enough for rigging.

We will also learn about the human anatomy and then place joints accordingly on the character, while naming the joints properly.

5. Biped - Mirroring joints 

In this lesson we will check and correct the joints local rotation axis and mirror them across the axis.

6. Biped - IK and FK introduction

We will learn to create a group hierarchy for rigs and why it is important to do it.

We will also create IK and FK joint chains, while learning what IK and FK is, how it is used in animation and why it is essential in a good rig.

7. Biped - Reverse foot setup

In this lesson we will learn how reverse foot setup is built for sophisticated foot controls.

We will also learn different ways to create a reverse foot setup.

8. Biped - Foot rigging

We will start making controls for the foot, using the IK handles and reverse foot setup.

9. Biped - Foot rigging - Connection editor and node editor

In this lesson we will learn to make attributes on controllers using the connection editor as well as the node editor.

10. Biped - Foot rigging - Set driven key 

We will learn how to create complex controls using the set driven key tool in maya. We will use this to create a control for the foot.

We will now clean up the foot rig and place it inside the rig hierarchy.

11. Biped - Spine rigging - Spline IK and FK spine

In this lesson we will learn how to create a spline IK handle for a stretchable IK spine and we'll also create an FK spine.

We will learn to create advanced twist controls for the IK spine as well.

12. Biped - Spine rigging - Connecting IK and FK Spines

We will connect both IK and FK spine chains and create a switch.

13. Biped - Hip rigging 

We will create the hip controls for our character and then we will clean up the rig again by placing everything under their respective groups to maintain a good hierarchy.

14. Biped - Arms rigging 

We will proceed towards creating the FK and IK arm rig. We will also connect the FK and IK chains to the main arms and make a switch..

15. Biped - Arms rigging 

We will proceed towards creating the FK and IK arm rig. We will also connect the FK and IK chains to the main arms and make a switch.

16. Biped - Shoulder rigging

We will create the shoulder controls and connect it to the FK and IK joint chains, so that it moves smoothly when switching.

17. Biped - Neck and head rigging

We will build the neck and head controls. We will also discuss the facial anatomy of humans and how the muscles work. We will discuss how many different way are there to make a facial rig setup.

18. Biped - Blend shapes

We will learn how to make blendshapes. We will create controllers to access blendshapes easily.

We will also learn how to connect joint and blendshape movements.

19. Biped - Creating joints for face 

We will create joints for the face and create controllers with locators. We will also learn the technique to make a perfect eyelid joint setup.

20. Biped - Skinning - Body

We will explore the skin menu and learn different types of skinning methods. We will skin the character while learning different techniques.

21. Biped - Skinning - Face

We will do facial skinning separately and take our time with it as there will be many joints on the face.

22. Biped - Incorporating blendshapes with the rig

We will start creating blendshapes after basic skinning to make the facial rig look more emotive, something we don't get just with joints. We will then connect the blenshapes with joints through set driven keys.

23. Biped - Squash and stretch rigging

We will again use blendhapes to create squash and stretch controls.

24. Biped - Compiling rig

We will now compile the rig and create TRS system.

25. Quadruped - Introduction 

We will discuss how biped and quadruped rigs differ. We will also learn about quadrupedal anatomy to help with joint placements.

26. Quadruped - Joint placement 

We will start placing the joints using a reference. Correct the joint orientation and mirror the joints.

27. Quadruped - Legs rigging

In this lesson we will start rigging the legs. We will learn to use different types of IK handles and use groups and parenting for the whole setup, while avoiding constraints. We will then compile everything in rig hierarchy. 

28. Quadruped - Spine rigging

We will learn to create FK and IK spine setup. We will make it a stretchy spine and add advanced twist controls in IK.

29. Quadruped - Neck and head rigging

We will again create FK and IK setup for neck and head. We will make it a stretchy neck and add advanced twist controls in IK.

30. Quadruped - Clavicle rigging

We will create a clavicle bone setup that will favor the exact motion of a quadruped's clavicles.

31. Quadruped - Tail rigging

We will once again create an FK and IK setup for the tail as well. We will make it a stretchy tail with advanced twist controls.

We will rig the FK setup using the connection editor this time.

32. Quadruped - Facial rigging

We will use the same process as the biped facial rigging. Incorporating both joints and blenshapes.

33. Quadruped - Skinning

We will skin the character properly while taking the time to be precise.

34. Quadruped - Compiling the rig

We will compile the rig in the proper hierarchy and create a TRS system.

35. Intro to advanced skeleton

We will learn about advanced skeleton, a plugin to create the whole rig in an instant, which is widely used in the industry to speed up the work.