Character rigging bridges the gap between static models and animated performances. This course teaches the mechanical and mathematical principles behind skeletal systems, constraints,
and deformation controls.
You will construct rigs in Maya, starting with basic joint chains and progressing to complex facial setups. The curriculum addresses forward and inverse kinematics, spline IK for tails
and spines, and custom attribute systems. Weight painting sessions focus on achieving smooth deformations across joint boundaries, particularly in challenging areas like shoulders,
hips, and the face.
Advanced topics include space switching for hand controls, squash and stretch systems, and creating intuitive animator-friendly interfaces. You will also explore corrective blend
shapes, dual quaternion skinning, and performance optimization for real-time applications.
Each module includes troubleshooting exercises where you diagnose and fix common rigging problems. The final project involves rigging a bipedal character with facial controls,
demonstrating your ability to deliver animation-ready assets.