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Rigging Workflows

Interstella
polycounter lvl 5
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Interstella polycounter lvl 5

I know theres a lot of correct maya rigging workflows.

Please let me know what you think of this rigging workflow for a biped?

Is it completely wrong ?  How would you change it ?

Tell me your preferred workflow.

 

 

A character should exist in a scene inventory as a single group node containing EVERYTHING related
to that character. Name this group node the characters name only. Under that node is the root_SKEL group node,
under that the root_SKEL, under that char_GEO group, under that char_GEO, and so on.
There should be a parent constraint placed between the main_CNTRL
(driver) and the root_SKEL (driven) for moving the whole character in the scene.
The other control objects and IK handles should be below the root_SKEL in the hierarchy.
There should also be a scale constraint placed between the main_CNTRL( driver) and
the root_SKEL ( driven). This is obviously for scaling the entire character.

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