Tag: Maya Tips & Tricks

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Creating a Character Rig – Part 29: Compound finger Controls

Added by 6 years ago

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Creating a Character Rig - Part 29: Compound finger Controls How to create attribute-driven controls for the fingers, to drive compound movements. Creating a Character Rig - Part 29: Compound finger Controls, Cha...

Maya Lighting & Rendering: Using Depth Map Shadows

Added by 6 years ago

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Maya Lighting & Rendering 10: Using Depth Map Shadows Depth Mapped Shadows, from previewing them in real-time in Maya, to optimizing their coverage, viewing the maps from disk, and approaches to creating soft shadow...

Creating a Character Rig – Part 31: Hand global transform and cleanup

Added by 6 years ago

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Creating a Character Rig - Part 31: Hand global transform and cleanup How to create a length attribute for the fingers, connect the hand to the arm, and clean up the rig. Creating a Character Rig - Part 31: Hand ...

Creating a Character Rig – Part 12: Leg FK controls and joint stretching

Added by 6 years ago

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Creating a Character Rig - Part 12: Leg FK controls and joint stretching How to create the FK controls for the left leg as well as how to add joint stretching. Creating a Character Rig - Part 12: Leg FK controls ...

Creating a Character Rig – Part 19: Reverse Foot Rig

Added by 6 years ago

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Creating a Character Rig - Part 19: Reverse foot rig How to create a reverse foot rig for the generic IK foot, which will provide you with control over the necessary pivot points. Creating a Character Rig - Part ...

Maya Lighting & Rendering: Looking Deeper into Shadows

Added by 6 years ago

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Maya Lighting & Rendering 12: Looking Deeper into Shadows How different kinds of shadows appear in reflections and through transparency. Shadows of Maya Fur are a special case, with different options in Mental Ray a...

Creating a Character Rig – Part 24: Snappable Elbow

Added by 6 years ago

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Creating a Character Rig - Part 24: Snappable Elbow How to create an elbow control with snapping. Creating a Character Rig - Part 24: Snappable Elbow, Character Rig in Maya, Character Rig process in Maya, Charact...

Creating a Character Rig – Part 14: No flip knee for IK leg

Added by 6 years ago

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Creating a Character Rig - Part 14: No flip knee for IK leg How to create an automatic knee that won't flip no matter how far in front of the body the leg moves. Creating a Character Rig - Part 14: No flip knee f...

Creating a Character Rig – Part 25: IK/FK hybrid Elbow

Added by 6 years ago

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Creating a Character Rig - Part 25: IK/FK hybrid Elbow How to create an IK elbow with an FK poseable forearm. Creating a Character Rig - Part 25: IK/FK hybrid Elbow, Character Rig in Maya, Character Rig process i...

Creating a Character Rig – Part 6: Torso global transform and cleanup

Added by 6 years ago

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Creating a Character Rig - Part 6: Torso global transform and cleanup How to incorporate a character torso rig into the character's overall global transform, as well as how to hide unused nodes and attributes, as well a...

Creating a Character Rig – Part 21: Complementary Foot Controls and Cleanup

Added by 6 years ago

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Creating a Character Rig - Part 21: Complementary Foot Controls and Cleanup How to create additional foot controls to widen the range of movement for your foot. Creating a Character Rig - Part 21: Complementary F...

Creating a Character Rig – Part 15: Dual knee solution

Added by 6 years ago

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Creating a Character Rig - Part 15: Dual knee solution How to alter a no-flip leg into a combo no-flip / pole vector leg solution. Creating a Character Rig - Part 15: Dual knee solution, Character Rig in Maya, Ch...

Creating a Character Rig – Part 27: Arm global transform and Cleanup

Added by 6 years ago

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Creating a Character Rig - Part 27: Arm global transform and Cleanup There is a correction at 15:20. Please turn on annotations to view it. How to hook the arm up to the rest of the body, incorporate it into the global ...

Creating a Character Rig – Part 17: Non-uniform no flip IK leg stretch and automatic IK FK toggle

Added by 6 years ago

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Creating a Character Rig - Part 17: Non-uniform no flip IK leg stretch and automatic IK FK toggle How to allow the upper and lower portions of the no-flip leg to scale non-uniformly, as well as how to ensure that only t...

Creating a Character Rig – Part 16: Snappable knee

Added by 6 years ago

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Creating a Character Rig - Part 16: Snappable knee How to create a snappable knee for planting in place like an IK control. Creating a Character Rig - Part 16: Snappable knee, Character Rig in Maya, Character Rig...

Creating a Character Rig – Part 9: Neck space switching and cleanup

Added by 6 years ago

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Creating a Character Rig - Part 9: Neck space switching and cleanup How to parent the neck joint to the rest of the torso and then clean up the rig. Creating a Character Rig - Part 9: Neck space switching and cle...

Creating a Character Rig – Part 18: Leg global transform, space switching, and cleanup

Added by 6 years ago

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Creating a Character Rig - Part 18: Leg global transform, space switching, and cleanup There is a correction at 11:38. Please turn on annotations to view it. How to clean up the rest of the leg rig. Creating a Ch...

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