WHAT SETS THIS COURSE APART?
What really sets this course apart is that it focuses on understand why are doing things in certain ways and how we can start simple and add on top. If we start complex we might uphold our animators - it is therefore essential to understand the bare necessities and how they work. If you can get your head around these simple subjects you will stand a much better chance of making it in the rigging pipeline.
Requirements To Enter
- No prior experience with Rigging. This introduction targets the very beginner of Maya.
- The course is in Maya 2017 - Student version will do fine and Can Be Picked Up Here
(An absolute beginner can take this course to hit the ground running)
What Will Be Provided
This course first and foremost provides the video training introducing you to proper rigging practices. All files worked on during the course videos are provided for your reference. If you have any request or questions you can easily hit the contact button and ask for anything.
What If I Want To Use My Own Character?
You are most welcome to use your own character at any time. Since the first 20 videos are only about an hour and a half long you can easily watch them through and see if your character will be suitable for the assignments.
Pricing & Enrolment Options
The 20 Essentials Videos ar all included in a 20 dollars price. 1 dollar per video is a very good price for something that will really set you apart and put you ahead of the game. Investing in your future has certainly never been easier or cheaper then now. If you want to scout the internet for something similar you will have a hard time finding this concentrated into simple quick introduction videos.
20 Essentials Of Character Building
20 Videos with and average length of 6 minutes.
Totalling roughly an hour and a half of full rigging essential training. What all settings means in every tool we use when we start building a character. Want to improve fast? Here is the solution. Stop trying to find 20 different videos online and spent a dollar a video and learn everything in a tenth of the time you normally would.
1. Modelling a simple leg.
Yep! We do a little bit of modelling in the videos, in order to make a good rig its important we understand how to look for a model. It might seem odd that we have to build a model to learn rigging. But to make a 100% good rig you need to understand what wireframes are and how they work also how to place joints.
2. Joint Naming.
In the second video we look into why we name things certain ways in rigging. What is the meaning of keeping a clean naming history and why do we need to think about it at all. There are pleanty of smart ways of naming things in Maya. This is one that I have used in both games, films and commercials, so I know its rock solid.
3. IKFK Basics.
What is the difference between IKFK? Many people say forward kinematic and inverse kinematics but what does it actually mean? I go through the very simple reason why one is used in certain situations over others. You might think you already know which situations but why is called the way it is? We need this basic knowledge to build on top!
4. Making Our First Control.
In this tutorial I build on top of making a control, what we need to use it for why it needs to be structured the way it is and while there are a great many ways to make controllers in maya this particular way can make your hierarchy look and work for you instead of against you.
5. Setting Up A Pole Vector.
Often times you see someone setting up a polevector and then their legs are moving or rotating wrong. Do you know why? Do you know why a leg can rotate if the joints are not correctly placed? And also how to fix it? You might understand that when you apply a pole vector your elbow/knee points in that direction but why?
6. Understanding transforms and shapes.
We need to understand what the difference is between a transform node and a shape node to become junior riggers. Here I set up a couple of examples of what is what and why its connected that way.
7. Cleaning Up An Outline.
Yes, people! We need to stay tighty if we want to succeed as riggers! This small lecture is a bit about why we try to stay clean in the outliner and how to approach making a logical and neat hierarchy that not only we can read but also others who might have to work on our rigs.
8. Global Control.
What is a global control and how should it drive the rest of the rig. Things to think about when building an overall control to decide the direction of our character.
9. Adding skin.
Here we go over the basics of the skinning tool. What the different settings means and the very basics of solid settings. Its important that you know what is going on in this menu because the rest of your skinning time on your character will depend on it. Imagine how much time you could save if you just knew this tool a little better?
10. Modelling the body.
We continue talking about basic modelling tools. Sometimes we need to do blendshapes or model low poly cages in higher end rigs so its important to have a solid understanding of the basis modelling layout inside of Maya. We will not go too far in depth but we will talk about some grounding principals.
11. Spine Controls and joints.
Setting up the spine and the spine joints. Things to think about and how to approach a spine layout is important essentials to a good character rig. It might be a simple FK spine but there are plenty of things that can be done create a solid spine.
12. Object Space.
So we need to understand how a parent relationship works its building a bit on top of what we talk about in the control creation lecture. Here we go a bit deeper and talk more about how it can be used to our advantage to know how parent space works and correlates with Maya's environment.
13. Placing controllers.
There are a ton of ways to approach rigging and here a different technique is applied to place controllers. Its important to find ways you are comfortable with but at the same time does not cost you too many hassles.
14. Parent Constraints.
This lecture is solely about parent constraints and how they work. These types of constraints are some of the most used terms in Maya. Nothing is ever understood in Maya Rigging in a couple of minutes so make sure to watch this lecture a couple of times!
Example of Lecture:
15. Finish FK spine.
Wrapping up the FK spine. It took some time but try to build it on your own afterwards and you will see its only a few seconds of work really because you know what you have learned at this point.
16. Creating the right leg.
Basically I show how I move things from one side to the other. What to reuse and what to get rid of. There are plenty of things we can use again when coping over our leg but also things we need to clean out and delete to keep our outline clean for dirt.
17. Modelling A Foot.
Making the foot model builds on top of the modelling techniques we previously have learned. You can at this point use the model there is provided in the course but it is advised you try to make yourself so you can use the knowledge for later use if you decide to try and make a full character.
18. Orienting Joints.
While this lecture was origionally one of the first in the 20 Essentials Series it was moved further down so that we have seen how easy rigging actually is. We are going to take a step backwards and redo some of our work. We need to understand one of the most practical parts of rigging which is joint orientation. Why we need it and how powerful the joints inside of Maya are. Rebuilding the leg itself will be fast and easy because we understand whats going on.
19. Setting Up Foot-rolls.
What is a foot-roll setup? How to approach it and what is mostly needed when you want to just get your animators started. Understand need to have over nice to have in a rig and see how easy it is to start simple and make a small upgrade to the setup.
20. Custom Attributes.
What are they? Where to add them? What to connect them to and why. Its not just building a custom attribute. Its about making it visible for the animators and logical named. You can call an attribute what ever you want but lets talk think about it from the people who are going to use it, side.