Categories
Maya

Rigging | 13/11

Parenting

  • Parenting locks an object to an main object so that whatever changes made to the parent object will also affect the child as well.
  • The child on the other hand can move independent even when parented to an obj.
  • While this can be use to animate an object, this will be tricky when we try to animate bi-peds, quad-peds or anything which has an arm like movement. So, in this case we use the IK/FK rigging

Bones

  • Bones as the name suggest is placed underneath the mesh for rigging. it is the one which is going to control the geometry which lies above
  • The movement of the geometry is achieved by parenting the bones with the geo.

IK Handle

  • Through IK handle we can get arm like movement in the geometry, without needing to animate each geometry manually.
  • For characters like human, maya has auto rig option which is much more easy to use

IK Handle

Leave a Reply

Your email address will not be published. Required fields are marked *