Rigging In Maya, Part 09, Control Joints
Hello and welcome in my, rigging in, Maya series. its about time we started to tackle some of the systems which the controls will drive. As this is a game rig, we want the base skeleton to be left as clean as possible so what we are going to do next is create a series of, control, joints. These will give us a cleaner rig, especially when it comes to exporting. 00:00 Introduction 00:35 Channel Support Options 01:41 Create The Base Joints 03:50 Changing Joint Colours 04:41 Joint Renaming 06:31 Connecting the IK FK Arm 11:05 Why Use Constraints Instead of offsetParentMatrix 13:55 Connecting the IK FK Arm Continued 20:00 Connecting the IK FK Leg 25:45 Spine Limb Overview 26:52 Join the antCGi Club
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