Basic Rigging Steps
1. Create the joints you need for the character and move them into
the correct positions. Make sure when you create the joints that
you are in one of the orthographic views.
2. Label the joints you just created via the outliner. Make sure that
you are distinguishing left from right.
3. Parent the joints together into one hierarchical structure. Root
should be at the top of this.
4. Mirror the joints you’ve created to the opposite side of the
character. Recommend Left > Right.
5. Orient the joints to their proper rotational values. Follow the guide
posted in Assignment 05 resources.
6. Bind the joints to the character mesh via the Bind Skin tool. If you
make a mistake remember you can always UnBind Skin or just
Undo.
7. Paints the appropriate skin weights via the Paint Skin Weights
Tool. Remember the Bind Skin operation already paints the
weights for the character. Your goal is to improve upon the weights
that Maya gives you. Rotate the bones to mimic human movement
and see where the weights are incorrectly attributed. Then paint
those areas and reset the pose. Rinse and Repeat under the
character looks and moves like an average humanoid.
8. Lastly please remember that Delete History will also delete any
binding you have done between skeleton and mesh so if you want
to clear your history please make sure you use Delete
Non-Deformer History instead. It is found right below Delete
History.