Tag Archives: Maya

Rig it Right II in 2018!!

That was the quickest turn around I have ever received from email pitch to contract: less than 24 hours. That occurred last week, in fact, tick-tock. Golly.  I was banking on a month at least to get my files in order … Continue reading

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Chapter Nineteen: Broken Rigs and Dangly Bits — the end

The final chapter of Rig it Right is about intentionally breaking rigs, or allowing skeletons to be broken for stretchiness and posing to the camera. We also cover dangly bits and how to animate constraints. It is the final chapter … Continue reading

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Chapter Seventeen: Advanced Controls

I keep thinking the next chapter is stretchy —but there are other things to do first. Like really talk about controls. We re-cover creating set driven keys from a controller to its own components to make a interactive feed back … Continue reading

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Chapter Sixteen: OMGimbal Lock

This chapter was originally an appendix but I moved it into the third section of the book since it is very important.  The third section of the book has four chapters dedicated to advanced rigging topics. Now that you have … Continue reading

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Extra Chapter – Automate yourself

As is typical when I get to writing – I write too much.  I wrote two books for Hybrid Animation and had to cut out nearly 200 pages!  This included a couple of online chapters and a good amount of … Continue reading

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Chapter Fourteen: Eyes, Blinks and Smiles

By this time in the book, and rig, I’m so ready to get those eye balls working.  They are just plain creepy hanging out in space.  As you can probably guess, we learn a couple of ways to deal with … Continue reading

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Chapter Thirteen: Hands: SDK, SDK & Keyable CNTRLS

The chapter titles are becoming more cryptic now.  Chapter Thirteen is a look at a few ways to do “hands”. Even though our character is a bird, we treat some of his feathers like fingers.    We talk about using simple … Continue reading

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