Rigging
Setting up Arm Rig with Controls
by David on May.09, 2011, under Rigging
Control & Joint Hierarchy
by David on Oct.10, 2010, under Rigging
My Control and Joint Hierarchy for a biped.
This is the way I’ve had this working so far..
** will fill this out once this is finalized for current project.
Adding keyable attributes to joints/controls
by David on Oct.06, 2010, under Rigging
Removing Channel Components for a joint / control – Quick Reference
by David on Oct.06, 2010, under Rigging
To get rid of certain channel components, you can do the following:
Go to Window > General Editors > Channel Control.
By selecting the components on the left and using the right >> arrow to move them to the hidden area, you can get rid of them from the possible keyable components and clean up your animation area. Generally for humanoid rig, you will want to get rid of the visible and scale components.
Orienting Joints in Maya
by David on Mar.12, 2010, under Rigging
Once you have finished creating a rig in Maya, you need to orient your joints in a sensible manner rather than just using Maya’s Default settings which are usually incorrect unless you are particularly good or plan how you will draw the joints very carefully.
1. Press ‘F8′ on your Keyboard to enter Component Mode.
2. Click the “?” (question mark icon) which should be under your menu bar somewhere to bring up the controlls.
3. Use the controls to orient your joints
4. all done.

