OVERVIEW
A collection of character rigging studies created in Maya, exploring core rigging systems
including skeletal setups, IK/FK controls, stretchy limbs, spline IK, twist joints, and blend shapes.
including skeletal setups, IK/FK controls, stretchy limbs, spline IK, twist joints, and blend shapes.
01 Character Rig
A full character rig created in Maya,
combining a skeletal hierarchy with animator-facing controls for posing and deformation.
combining a skeletal hierarchy with animator-facing controls for posing and deformation.
A full character rig created in Maya, combining a skeletal hierarchy with animator-facing controls for posing and deformation.
02 Rigging Systems
1) IK / FK Arm
An arm rig with switchable IK and FK control systems,
allowing the limb to transition between position-based
and rotation-based posing.
allowing the limb to transition between position-based
and rotation-based posing.
2) Stretchy Leg
A stretchy leg setup using Maya utility nodes
to dynamically adjust limb length based on
the distance between controls.
to dynamically adjust limb length based on
the distance between controls.
3) Spline IK Spine
A spine setup using Spline IK to provide
flexible control along the joint chain.
flexible control along the joint chain.
4) Twist Joints & Controller Setup
A skeletal setup incorporating twist joints
and animator-facing controllers
for cleaner deformation and character control.
and animator-facing controllers
for cleaner deformation and character control.
03 Blend Shapes
Facial Blend Shapes
A facial deformation study using Maya’s
Blend Shape system, creating multiple target
shapes that can be blended through
adjustable weights to control facial expressions.
Blend Shape system, creating multiple target
shapes that can be blended through
adjustable weights to control facial expressions.