Saturday, November 5, 2011

Topic - 01 Introducation to Rigging in Maya

Skeletal animation is a technique in computer animation in which a character is represented in two parts: a surface representation used to draw the character (called skin or mesh) and a hierarchical set of interconnected bones (called the skeleton or rig) used to animate (pose andkeyframe) the mesh. While this technique is often used to animate humans or more generally for organic modeling, it only serves to make the animation process more intuitive and the same technique can be used to control the deformation of any object — a spoon, a building, or a galaxy.

This technique is used in virtually all animation systems where simplified user interfaces allows animators to control often complex algorithms and a huge amount of geometry; most notably through inverse kinematics and other "goal-oriented" techniques. In principle, however, the intention of the technique is never to imitate real anatomy or physical processes, but only to control the deformation of the mesh data.


This technique is used by constructing a series of 'bones,' sometimes referred to as rigging. Each bone has a three dimensional transformation (which includes its position, scale and orientation), and an optional parent bone. The bones therefore form a hierarchy. The full transform of a child node is the product of its parent transform and its own transform. So moving a thigh-bone will move the lower leg too. As the character is animated, the bones change their transformation over time, under the influence of some animation controller. A rig is generally composed of both forward kinematics and inverse kinematics parts that may interact with each other. Skeletal animation is referring to the forward kinematics part of the rig, where a complete set of bones configurations identifies a unique pose.

Lesson 01: Introduction to Rigging

Lesson 02: Bone Orientation in Maya

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