In this tutorial, I will explain the method of animation of face of the character
(facial animation).
I will explain the setting of the constraints and the blend shape deformers.
In this tutorial I will explain the method of setting the IK handles.
To control the joints from "child" of the joint,you will set IK(inverse kinematics) handles.
To animate character objects,
you should setup the skeleton and make the objects skinned.
In this tutorial, I am going to explain how to construct joints
and how to bind the objects to the skeleton.
This tutorials covers building a hi-res multi joint skeleton which is driven by a simple IK skeleton, and how to make it stretchable. You will need basic understanding of some rigging tools and Maya in general
system command executes commands from the shell. The output of the executed command is returned as string. This command is used to execute OS commands. In this chapter we will examine the system command and build a backup system using winzip.
In this chapter we will examine the process and techniques to control the flow of the script. Loops let us repeat a command
over and over. Loops check a condition and then continuously loop as long as condition stands true. Before we dig deep into
looping, let us first understand how to test and compare values in MEL.
The Uninstancer Mel Script for Maya allows you to bake particle instances into geometry, animation, and blendshapes that can be modified and updated without messing around with dynamics and expressions.
Maya tutorial to create muscles that will contract and expand a muscle a few frames before the limb moves. A simple technique to simulate weight & tension
This series of tutorials will help you understand what and how to do character rigging in Maya. But the principles can also be applied to any other 3D Applications. This is the part 1 of the tutorials
3D Kingdom have published first tutorial from their tutorial competition which was hosted in January and February 2006. This tut is about Maya Full body IK and it won 5th place...
For gaming and simulation most characters (especially bipeds) have multiple animation cycles involving their legs: walking, running, creeping, etc. This kind of movement requires a lot of animation devoted to moving the feet. To make this process simple for the animator we will create a reverse foot setup
Maya spline IK handle solution to the spine is one solution to work with. However, I have found it better served when working with an independent joint chain such as a tail or long neck
The character setup outlined in the tutorial delivers a simplistic character "rig" geared towards run time performance first and control to the animator second.