Rigging Workshop 4

Creature Rig Creation

11-Week Class
Beginning with a standard quadruped setup we will cover a 3-bone IK leg, a horizontal spine setup and an FK/IK switchable neck. Moving on to a bat we will learn to setup wings and claws. Last a fantasy creature will be used to demonstrate an advanced tail as well as dynamic joint chains and nCloth solvers. After completing the class students will be able to design a rig for any creature, real or imagined.

Workshop breakdown coming soon.

Week 1

Introduction to Creature Rigging: Terminology, anatomy and the unique approach to quadropeds v. bipeds.

Week 2

Setting up the Quadruped Skeleton: Laying out the bones is the foundation for a successful rig. Anatomy will be covered including setting up a hoofed animal versus an animal with a hand or foot, a 3 bone leg, and horizontal spine.

Week 3

Attaching the geometry: Using the new skinning methods in Maya we will attach the geometry much more quickly than before. The Artisan tool will be used to edit the skin cluster.

Week 4

The Animation Controls: The techniques for controlling the quad rig will be covered as well as creating all of the specific animation controls. Constraints, set driven keys. and a spline IK spine will be covered.

Week 5

The Bat Skeleton: We will lay out the skeleton for the bird and will learn about wing anatomy.

Week 6

Painting the skin cluster: We will attach the geometry and edit the skin weights.

Week 7

The Wings: We will use set driven keys and utility nodes to create the wing controls.

Week 8

Setting Up the Dragon skeleton

Week 9

Painting the dragon skin weights

Week 10

Rigging the advanced tail: An FK IK/ Dynamic tail setup will be covered.

Week 11

The wings and neck: We will setup the rest of the dragon animation controls using the techniques covered in the previous weeks.