Animator Friendly Rigging - Part 1

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Animator Friendly Rigging Part 1 is the first part in a multi-part series on creating animation rigs in Maya that are fun to use for the animator. Part 1 is an introduction to rigging and covers the basic concepts such as: What is rigging? Who does it? Why is it important? What sort of guidelines are there for developing rigs? Then, we go into actually creating your first animation rig, the Bouncy Ball! The ball rig is a great rig to create as your first one, because it’s deceptively simple. It’s also one of the first tests most animators do when learning to animate because it covers some of the basics in animation education: arcs, spacing, and timing. This part of the series comes with over 100 pages of documentation, an hour long video, numerous Mel scripts, and scene files.

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Animator Friendly Rigging Part 2a is the first half of the second part part in a multi-part series on creating animation rigs in Maya that are fun to use for the animator. Part 2a begins the discussion on how to rig a bipedal character It covers the following topics: * Acquiring Reference * Analyzing Reference * Rigging The torso – control possibilities * Torso Rigging Toolkit * In the Torso Rigging Toolkit, we discuss the various types of controls that are needed to create the torso, and go into depth on what they each are. This is a standard technique that I like to use when rigging, it allows me to explore ideas and practice before committing to a final rig. This part of the series comes with 90 pages of documentation, an hour long video, numerous Mel scripts, and scene files.

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Animator Friendly Rigging Part 3a is the first bit of the third part in a multi-part series on creating animation rigs in Maya that are fun to use for the animator. Part 3a continues the discussion on how to rig a bipedal character, focusing on the arm and how one might handle fk/ik setups. It covers the following topics: Acquiring Reference Analyzing Reference Fk/IK Arm Rigging Toolkit In the Rigging Toolkit, we discuss the various types of controls that are needed to create the arm, and go into depth on what they each are. This is a standard technique that I like to use when rigging, it allows me to explore ideas and practice before committing to a final rig. This part of the series comes with over 100 pages of documentation, and nearly 2 hours of video, numerous Mel scripts, and scene files.

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Animator Friendly Rigging Part 3c is the third bit of the third part in a multi-part series on creating animation rigs in Maya that are fun to use for the animator. Part 3c continues from part 3c with the discussion on how to rig a bipedal character, focusing on the fingers and how to make a simple to animate, and incredibly expressive rig. It covers the Finger Rigging Toolkit, Reverse Hand Hierarchy, Loops, and more. In the Rigging Toolkit, we discuss the various types of controls that are needed to create the arm, and go into depth on what they each are. This is a standard technique that I like to use when rigging, it allows me to explore ideas and practice before committing to a final rig. This part of the series comes with over 260 pages of documentation, and 2 and a half hours of video, numerous Mel scripts, and scene files.

Animator Friendly Rigging - Part 4b

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Animator Friendly Rigging Part 4b is the final part of the fourth part in a multi-part series on creating animation rigs in Maya that are fun to use for the animator. Part 4b completes the discussion on how to rig a bipedal character, focusing on things like UI, matching controls, mirroring, and more. This part of the series comes with over 350 pages of documentation, and 2 hours of video, numerous Mel scripts, and scene files. For more information, please visit: http://jasonschleifer.com