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Rig it Right! Maya Animation Rigging Concepts by Tina O'Hailey

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4

Utility Nodes and Custom Attributes

Chapter Example Files:

chpt4_BoyWithHat.ma;

chpt4_BoyWithHat.mb;

chpt4_Boy_Polysmooth_start.mb;

chpt4_Boy_Polysmooth_v2.mb

Rules Covered

Rule #4: Keep geometry (GEO), controls (CNTRL), and skeletons (SKEL) in separate groups in the outliner

Rule #5: Make controls that make sense to the animator

Let’s recap the rules that we have covered so far:

#1.  Edgeloops—a good or bad rig starts with the loops.

#2.  Never keyframe on the geometry. (Animate for change.)

#3.  Lock what isn’t going to be animated.

#4.  Keep geometry (GEO), controls (CNTRL), and skeletons (SKEL) in separate groups in the outliner.

#5.  Make controls that make sense to the animator.

#6.  Happy math—controls and joints should be zeroed out. ...

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