3D Animation and Rigging
4h 42mIntermediate2021-09-30
Authors

George Maestri
Animation Director and Producer
Course details
When it comes to bringing believable 3D characters to life in Autodesk Maya, there's always more to learn. In this weekly series, get practical tips that can help you enhance your 3D animation and rigging workflow, as well as generally work smarter in Maya. Instructor George Maestri covers how to mimic stop-motion techniques using replacement animation, write scripts to speed up your rigging process, and much more.
Skills covered
RiggingMayaSerial (Weekly)3D AnimationAutodeskVisualization and Real-TimeAnimation and Illustration
Concepts
Introduction
- Create rigging and animation with Maya
- Taking advantage of the exercise files
September 2020
- Creating replacement animation
- Using offset parent matrices
- Scripting offset parent matrices
- Animation timeline bookmarks
October 2020
- Using proximity pins
- Using UV pins
- Proximity wrapping
- The Rivet command
- Animating blinks
November 2020
- Changing eye direction
- Eye direction and head turns
- Rigs for dilating pupils
- Matrices instead of constraints in rigs
December 2020
- Using the Pose Editor in skinning
- Scaling rigs
- Picking up objects
January 2021
- Advanced snapping for joint placement
- Bonus tools in Maya for rigging
- Setting up a ribbon rig
- Rigging a flexible arm with ribbons
February 2021
- Adding deformers to a ribbon rig
- Skinning ribbon rigs
- Understanding animation layers
- Walk cycle to progressive animation
March 2021
- Animating overlap quickly
- Working with HumanIK
- Rokoku motion assets
- Smoothing out creases with Delta Mush
April 2021
- Controlling stretch with tension
- Using nodes instead of constraints
- Cartoon eyes using lattices
- Rigging cartoon eyes
- A pose or T pose
May 2021
- Using UVs to select vertices
- Copying skin weights
- Import export skin weights
- Creating a head aim control
June 2021
- Namespaces for characters
- Edit characters with pattern rename
- Edit animation in the Time Editor
- Change walk cycle direction with Redirect
Q3 2021
- Interactive Skin Bind tool
- Move Skinned Joint tool
- Component tags
- Morph deformers
- Solidify deformer
- Ghosting Editor
- Component Editor tips
- Spring IK solvers
- Maya muscle system setup
- Connecting Maya muscles to skin
- Keeping characters centered
- Basic hair sweep mesh
- Using Quick Rig
Conclusion
- That's a wrap