ABSTRACT

Learning how to rig a character can be challenging; therefore, keeping things simple is recommended. Analyzing the movements of real-world animals or people provides the research needed to identify the pivot location and rotational range for a character's skeletal system. Before creating a skeletal system for a character, the geometry should be finalized for proper joint placement. Using File Referencing gives a rigger the ability to begin rigging with geometry that may not be completely finished. Taking the time to organize a project folder with files enables one to work efficiently. In Maya, skeletal systems are comprised of connected joints. These joints rotate directionally based on a coordinate system unique to the connected joint hierarchy's positions and relationships. With this understanding, a rigger can create a skeletal system that moves predictably with a proper control system.