Join / Forgotten your password?
 
HomeFeaturesStoreForumsWikiWorkshopsJobsPortfolioGalleryEvents Members
 
> Home     > About     > Courses     > Instructors     > FAQ     > Policy     > Classroom      > Support
 

In this exciting new workshop, Lead Creature Technical Director and Maya guru Todd Widup will take you through the ins and outs of rigging using Maya. This workshop will start on some of the basic techniques used for biped characters and then move into advanced concepts and ideas for bipeds/quadrupeds. In the final weeks of the class, techniques for rigging various creatures will be discussed, along with ways to troubleshoot issues within the rig and within the animation file.

The rigging approach will focus more on realistic rigs for film and games, along with a focus being given to building a control rig structure along with a skinning rig at the same time. Each week will also contain some MELscripts to help in automating the tasks done that week.

Have a look at Todd's Showreel here.

Todd has worked on many Hollywood movies such as Lord of the Rings , Star Wars : Revenge of the Sith , The Wild , Snakes on a Plane , Scary Movie 4 and Pan's Labyrinth.


About Todd Widup >>
 

Week One: Rigging Foundations and Basic Hierarchies
During Week One, students will go over some of the core foundations for rigging, Hierarchies, IK/FK switching, Naming Conventions, Constraints, Utility Nodes, and Expressions. Along with this, they will learn about the differences between utility nodes and expressions and when to use them both. During all this, there will be discussions regarding Mel and Python Scripting and how it can help in rigging.

Week Two: Spines and neck/heads
Week Two takes the students on a walk thru of riggings spines and necks. Students will learn the ins and outs of spline IKs along with other techniques for rigging spines and necks.

Week Three: Arms, hands, legs and feet
In Week Three, students are treated to a variety of approaches on how to rig both arms and legs, along with hands and feet. These will include some industry standard ideas on rigging shoulders/clavicles as well as other techiniques, on top of standard leg rigging, dogleg rigging and foot systems.

Week Four: Tentacles and tails
In Week Four, the students learn about rigging various items that use a long chain of bones, from tentacles, to tails to snakes. Each of these have similar ideas, but need to handle a variety of situations. On top of that, a brief crossroad will bring up some rigid dynamic setup to assist in creating some simple secondary motion on tails and tentacles both.

Week Five: Deformers and skinning
Week Five will begin with concepts on storing user info into outside files and how to access it, along with limited system interaction and controlling outside programs (mainly image processing systems).

Week Six: Adding physics to a character
Week Six takes students into other realms of Maya that a creature TD deals with. This week will introduce the students to the rigid dynamic system of Maya at at a more technical level than was discussed during the tails lesson.

Week Seven: Introduction to muscles and skin
Week Seven will cover some ideas on rigging muscles with 'out of the box' Maya as well as with cMuscle. Todd will discuss various techniques for simulating the appearance of muscles under the skin, where as cMuscle is a commercially available muscle system.

Week Eight: Props and mechanical rigs
In the Final Week, students get a look inside mechanical and prop rigging. Mechanical rigs will cover some vehicle rigging along with some techniques and tools for robotic arms. In Week Eight, students will go over ways of having props controls hands, and vice versa.

 

Level of Ability
You will need a moderate understanding of Maya to participate in the workshop. This is not a class for beginner Maya users. A little more in depth understanding of the Hypergraph is also benificial.

Hardware and Software Requirements
Maya 7.0.1 + will be used. The final week of class will deal with muscles systems, so students will need to download the demo version of cMuscle to fully participate in the final week. Students can get their 15% discount off the purchase of a full version of cMuscle by contacting the Workshops Manager. Please note, ONLY enrolled students are eligible. This discount will only be made available starting week 4 of the workshop.

A broadband connection will be needed for downloading the weekly video lessons.

Some of the sample scenes are hardware heavy, so its recommended to have a minimum of 1 GB of RAM and a fast processor.

Other Requirements
Students need to be familiar with web navigation and browsing, as well as email.

Students need to be familiar with using a bulletin board system (such as CGTalk.com) as well as how to upload attachments to postings for review.

This course is no longer available for registration

Begins: 09 April 2007
Ends:
03 June 2007
Sessions: 8
Active weeks: 8
Fees: USD $450.00

Maximum Students:
25
Instructor Location and time zone: United States, San Francisco GMT -8

Registration:
Closed

Workload:

Students will be expected to complete tutorials on a weekly basis taking between 2- 4 hours. Weekly assignments will take up to 10 hours depending on individual proficiency and speed.

 

IMPORTANT: Online courses require a considerable amount of dedication and enthusiasm to learn. Students must be self-driven and disciplined enough to learn and do the assignments. Success depends on the student's commitment and effort.

For information regarding CGWorkshops policies and procedures, please refer to the following links:

 
© 2002-2009 | The CGSociety - All rights reserved
No part of this website may be reproduced unless for personal use without prior written permission from The CGSociety. www.cgsociety.org.
CGSociety is best viewed in Firefox
Get Firefox!