How to Create an IK/FK Switch With Maya
Academic Phoenix Plus shows an easy way to create an IK/FK Switch in Maya for limbs.
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Academic Phoenix Plus shows an easy way to create an IK/FK Switch in Maya for limbs.
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Stephen Mann uses hierarchies and parenting to make a simplified foot rig in Maya.
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@jameshowdoi shows how to quickly set up Constraints so characters can grab, hold, and drop objects in an animation.
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Stephen Mann shows us how to set a preferred angle for IK in Maya, so you don’t have to leave a slight bend in joints.
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Stephen Mann shows a familiar concept for rigging non-spherical eyes with Maya using Deformers and some other tricks.
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Antony Ward shows an approach to creating a joint-based tire rig rather than a deformer-based one, that can flatten under weight.
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Antony Ward starts a new car rigging series and shows how to create automatic wheel rotations. Antony Ward (antCGi) starts a new rigging tutorial series, stepping away from characters and moving towards automobiles and cars. “I thought
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The Maya Learning Channel shows how to apply multiple skin clusters in the latest versions of Maya. Maya 2024 added some excellent new features in a few disciplines. Regarding rigging, you can now use multiple skin
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Andrew Silke covers constraints for animators with this look into working with referenced rigs in Maya. Bringing in rigs as a reference in Maya is standard practice. While referencing offers a fantastic way to work
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Stephen Mann runs through 3 (actually 3 and 1/2) ways to set a pole vector control’s position in Maya when rigging with IK. One of the first things new riggers learn in Maya is how
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Stephen Mann shares a technique for connecting BlendShape Channels to a separate control where it’s still easy to toggle the connection. Check out this new tutorial from Stephen Mann that shows a method to connect and disconnect
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Dikko shows a quick way to create a squash and stretch ball rig in Maya. Anyone learning animation can make good use of out a standard squash and stretch ball rig. There are a few out
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Kasper Larsson shows how to incorporate a Maya cloth solver into a rig. This new tutorial from Kasper Larsson shows how you can go beyond a simple jiggle deformer by using Maya’s Cloth Solver instead. The tutorial
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Res Yudikata shows how to make a reversible FK chain in Maya for spines and other tasks. Check out this tutorial from Res Yudikata that shows how you can create a reversible FK set up
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Antony Ward covers working with twist attributes in Maya’s Spline IK handle. Antony Ward (antCGi) posts a lot of rigging tutorials that cover the fundamentals for rigging characters with Autodesk Maya. His latest shows some of the
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Digital Creator School shows how to create robotic arms in Maya, based on Polyfjord’s Blender tutorial. This new tutorial from Lucas Ridley of Digital Creator School shows how to re-create the robotic arms tutorial in Maya. You
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Marco D’Ambros explains making a blendshape deformer using Bifrost. Maya’s Bifrost encourages experimentations, and with this demonstration, Technical Director Marco D’Ambros shows how you can create blendshapes with Bifrost. “This is a beginner tutorial where I’m going
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Daria Jerjomina shows the how and why of creating animation controllers when in Maya. Ever wonder why NURBS curves are so popular as animation controllers? We know that they don’t render, but there are other excellent
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Stephen Mann covers a bunch of tips for working with joints in Maya. A new tutorial from Stephen Mann covers much stuff that can help create and orient joints in Maya. Joints are one of those things
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Antony Ward covers the fundamentals for working with the offset parent matrix in Maya. Back in Maya 2020, the Autodesk team added a suite of new rigging attributes and nodes. One of these rigging features
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Reza Sarkamari shows how simple it is to remove a single blend shape in Maya. We’ve probably all been there. You have all your Blend Shapes set up, and suddenly, one of those has to go.
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Mischa Kolbe looks into creating better limb deformations using Bifrost to split a two bone chain. Mischa Kolbe thought about a split joint setup for a while, an “unhealthy” amount of time, if you were to
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Amedeo Beretta shows how important it is to neutralize a face model before you begin rigging. Another new, great tutorial from Amedeo Beretta covers how and why pose neutralization can make your life easier before actually rigging
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Amedeo Beretta covers Skin Weights on a complete character using Maya and ngSkin Tools. Not very glamorous. A little bit of tedium and a little tricky. That is skinning and painting skin weights. Nonetheless, it’s a
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