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Rigging a Human Body with Maya

The goal of this exercise is to set up a human mesh to animate and texture for a short film. This is what her acting looks like after compositing:

Short film showing character only Short film showing character only
Post‑produced short film showing main character only.

I'm following the Animator Friendly Rigging methodology, developed by Jason Schleifer. These are the phases I'm executing:

Torso joints

I'm using the basic mesh as reference in orthographic view for:

  • Drawing joints for a spine
  • Making an FK version for cumulative X rotations, and
  • IK version, using an IK Spline for complex twisting.
Torso joints Torso joints
Torso joints.

Spine FK/IK

Writing additional lock controls on shoulders to toggle between neck following/not following spine rotation.

Neck controls

Same on neck controls.

Adding controls on the head to toggle between eyes following/not following head rotations.

Matching IK/FK pose

Using MEL to snap, toggle, and match between IK and FK on a posed leg.

Fixed elbow

Adding attributes on the elbow to set it static and move forearm IK independent from upper arm. Doing the same for knees, hands and feet.

Hand refinement

The hand has several fine tuning controls, including individual transformations and default poses:

Reverse foot

IK Foot has a reverse mode with alternative pivot points:

Independent pivots

Spine and head have independent, movable pivots.

Scaling rig

The rig bases on one total joint, which enables it to keep all functionalities, even after scaling.

With a ready and functional rig, I'm applying simulation on the skin using Maya Muscle.

After animating, exporting mesh deformations using Alembic, into a new scene with environment and lighting. Click on the case study links to see what happens in the next steps of the pipeline:

Rigging

Rigging human head
Rigging Human Head

Rigging a human head with FK/IK minimal joints, creating a user interface, and combining blendShapes to match an expressions sheet.

Skinning human body
Skinning Human Body

Skinning a whole human body using Maya Muscle, attaching muscles to joints in Maya, using them as influence objects, and mixing blendShapes.

Skinning facial expressions
Skinning Facial Expressions

Using skinning for facial expressions, through quad retopology, minimum Maya joints, importing and combining expressions sculpted in ZBrush.

Visual Effects

Grooming human head
Grooming Human Head

Grooming a human head using XGen in Maya, linking geometry to descriptions, simulating, caching, applying shaders, rendering and compositing.

Maya Muscle for Skinning
Maya Muscle for Skinning

Simulating Maya Muscle on a rigged human character, using them as deformers on skinning and letting it drive Maya Nucleus nHair and nCloth.

Simulating clothes with nCloth
Simulating Clothes

Simulating clothes using nCloth in Maya. Mesh with motion capture drives dress & necklace. Cached shirt simulation drives a vest.

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