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Digital-Tutors : Creative Development: Enhanced IK Animal Rigging with Farley Chery
Digital-Tutors : Creative Development: Enhanced IK Animal Rigging with Farley Chery 10 hrs. |Released on August 1, 2011 |Project Files Included (11 MB) Required Software: Maya 2012
This course will teach the viewer how to rig a mountain lion harnessing the power of Enhanced IK in Maya.
In this course, Farley Chery will lead the viewer through the rigors of creating a control rig for one of the great cats using Enhanced IK in Maya 2012. While the course centers on a puma/panther these techniques work on all the great cats and any quadruped with similar anatomy. Much like his prior tutorial Motion Flow Rigging in Maya, and much like the first amazing techniques are unveiled. New ideas on internal automation principles will be explored and old ones expanded on. The artist will create a robust rig with a more straight forward workflow then the previous course, while still providing examples of problem solving techniques that arise when creating a complex rig. The course focuses on presenting new or different techniques wherever possible for comparison with more established systems. Rigging one of the great cats with enhanced IK makes for a very flexible control rig. The base system of Enhanced IK though is versatile enough to use with many other methodologies in Maya. Enhanced IK greatly improves the functionality of Inverse Kinematics in Maya. By the end of this course you will be armed with techniques to make efficient and robust rigs for feline and canine quadrupeds, utilizing an enhanced control rig that is ready to be modified and finalized with your preferred hierarchies and dynamic parenting setups.
52 videos in this course
1. Introduction and overview 2. Taking a look at our enhanced IK setup in the hind legs 3. Comparing FK systems 4. Beginning the no flip knee 5. Creating our measure tool 6. No flip knee hierarchy for auto swivel hips 7. Finishing the knee and pole vector hiearchies 8. Finishing the no flip knee and understanding the PV buffer 9. Exporting out our mechanism 10. Theory adding FK controls 11. Creating and export the right Pole Vector 12. Creating a squash and stretch spine 13. The nSpine 14. Troubleshooting and looking at other options for spinal controls 15. Troubleshooting and looking at other options for spinal controls (part 2) 16. Spine revision using components instead of cluster for control 17. Adding in spinal rotations 18. Finishing the rotation controls and adding a kill switch 19. Completing the spine tool and prepping for the tail 20. Completing the tail setup 21. We begin our automatic hip orientation rig 22. Finishing up the automatic hip setup 23. Introduction to our model 24. Inserting the Spine and Tail 25. Editing the inserted setups 26. Anatomy of a cat and joint placement 27. Completing joint placement 28. Inserting our no flip knees and automatic hip tools 29. Adding rear IK handles and controlling stretch 30. Cleaning up the tail and prepping for the creation of the neck 31. Review of the neck and creation controls 32. Review of the skinned model 33. Enhancing the useful output from our Ik handles 34. Adding toe movements and troubleshooting 35. Adding in knee compensation for foot swivel 36. Wrapping up the hind paw 37. Beginning the foreleg controls 38. Building a pose space tool to automate the scapula 39. Finishing the automatic scapula and adding our controller 40. Adding rotational elements to our controller 41. Adding enhanced IK controls for the foreleg 42. Looking at the buffer group and discussing other rigging options 43. Wrapping up the neck controls 44. Implementing our motion flow hips 45. Setting up the chest controls 46. Setting up the COM and COG 47. Implementing the no flip pole vector into our foreleg 48. Parenting the head 49. Quick cleanup of the rig 50. Finishing up the tail 51. Tips to improve the rig 52. Final rig tests