

(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)Ĭhad Robert Morgan started his career in computer games and animated film after his tour in the US Navy and using his veteran’s benefits to attend Sonoma State University in northern California. We will also illustrate how we can deal with some of the quirks we stumble over in Maya and how to overcome and troubleshoot your rig.

In the second module we will go through the process of skinning our character using tools such as the Paint Weights Tool, the Prune Small Weights function, and the Component Editor. In the third module, we start building the control rig to drive our bind joints, focusing on a simple FK control structure for the tail, and then working on the back dog leg In our fourth and final module, we will finish the rig, completing the front leg as well as the spine and the head/neck area. At the end, we will bind our mesh to the joints and begin skinning. We will start with talking about some basic rigging processes we will use throughout the modules, and then discuss how we will lay out our joints. In the first module we will analyze the problem we are attempting to solve.

Some of these problems include how to deal with the back leg and setting up a spline ik for the back. Quadrupeds come in various types, and they all have their own unique needs, but in this module we will rig a canine character which covers many of the unique problems in rigging a quadruped.
