Maya 4.5 Fundamentals

Character animation with Maya offers a rich tablet of possibilities and immense control. In this chapter, we've explored some of the standard techniques of character animation, including the following:

  • Joint creation Building linked skeleton joints.

  • IK setup Specifying parts of a skeleton that will behave with Inverse Kinematics.

  • Rigid binding Attaching a skin to a skeleton with a rigid bind.

  • Applying flexors Smoothing the joints of a rigid bind by applying a flexor.

  • Creating character animation Adding animation keys to your skeleton to make your character move.

  • Using the Graph Editor Refining your character animation by looking at the graph of the skeleton's controllers.

  • Using Trax Building more complex animation from clips of simple animation.

  • Using Blend Shapes Making surfaces deform into another shape using Blend Shape deformers.

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