Maya Tutorials
Tutorials
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In this tutorial we will be creating an IK setup, controls, and skinning for the little kitty above. The first step is to make a model. This one is in NURBS, but you can make it in subdivison surfaces instead if you want. MODELING Make some curve circles and move them around til they look...
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We have already covered creating controls for the legs of our character. We now want to tackle the spine area of the character. This is a source of many headaches for setup artists. The reasoning is that the spine is not an independent joint chain like the legs are. Instead, the spine reacts to t...
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The process of getting real-time characters ready for animation involves a balance between animator, programmer and engine. Most setup artists are confronted with the issue of delivering to the animator the flexibility of movement for a character while placed within the restrictions of a run time...
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The following concept overview will be covering Wrap Skinning for the purpose of actual muscle/bone deformation of the skin. The basic concept is: Skeleton Joints driving Bones driving Muscle movement/shape driving Skin deformation. Skeleton Joints>>Geometry Bones>>Geometry Muscl...
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This will cover modeling the hand, starting with a polyCylander. Create a 12 sided cylander and rotate 90 dgrees on Z axis. Select three faces and extrude them. Flatten and move them as shown in the .gif below until you have a cool design. Scale the front smaller so that it will look like it fi...