Jeremy Parrish shows how to create a fairly simple bare-bones Stretchy FK chain in Maya that would work for a spine set up or a snake like character rig. This is a more simple revisit of Jeremy’s more complex stretchy FK setup. Jeremy goes over some nice tips through the course of the tutorial, describing as many things as he can as he goes.

…since I like to create rigs that don’t depend on scripts and ikHandles, this simple structure seemed to make sense…

If you are interested Jeremy has also created two eBooks – Joint and Binding Basics is a free download, and the other Deformers and Influence is a small $3.99

Jeremy also has a host of other rigging tutorials for Maya, here is a short list from previous posts:

A WALKTHROUGH OF THE SMOOTH BIND PROCESS IN MAYA
CREATING A STRETCHY SCALABLE JOINT CHAINS IN MAYA USING UTILITY NODES
CREATING A MULTIPLE JOINT DUAL FK SYSTEM IN MAYA
MAYA BLEND NODE IK FK SWITCHING

4 comments

  1. Roy

    Am I missing something, or is this an 11 minute video showing you how to parent a curve to a transform (about 6 minutes of that) and then make an FK CHAIN??? Wow, sweet rigging…

    • 🙂 I think he is trying to show that by parenting shape nodes instead of transforms, that in the end, you will not get double transforms, and it kind of acts like a stretchy FK rig when you move the controls together… As the controls no longer double transforms. Kind of a long explanation for a small point, but I think he creates these videos for his college students.

  2. Roy

    OK, I’ll give him the benefit of the doubt 😉 But you won’t get double transforms with standard parented controls or parent-constraint controls either. This is standard FK chain behaviour, that’s why I was confused.

  3. Roy

    Oh forgot to mention, thanks so much for this site – it’s on my morning reading list every day. Brilliant collection 😉

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