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

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5

Joints

Chapter Example Files:

chpt5_BlueMonster_start.ma;

chpt5_BlueMonster_complete.ma;

chpt5_BlueMonster_extraeffort.ma

Rules Covered

#6. Happy Math—Controls and Joints Should be Zeroed out

Up to this point we have been doing prop rigging. It is a subject not often found in books and could occupy a book entirely on its own wholly dedicated to all of the problems you might have to solve: buckets, teapots, bicycles, IV bottles with dangly tubing, beds, phones, pianos, you name it. We also added in small characters that could be deformed simply. All in all, a good skill set to have. It is time to learn more.

Now we leave that world of using group nodes (somewhat) and get into skeleton systems and skin. That sounds messy, if not gross. We’ll ...

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