From the course: Maya: Character Rigging
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Connecting the main skeleton - Maya Tutorial
From the course: Maya: Character Rigging
Connecting the main skeleton
- [Instructor] Now we have our FK and IK chains rigged into their controls and now we need to connect all of this into our main skeleton. So we're going to do this using an Orient constraint. So we're actually going to constrain each skeletal joint to both the FK and the IK joint, so it's going to be a double constraint. So what we're going to do here is we're going to select the FK and then the IK joint, and then the shoulder joint or the skeletal joint, and then do Constrain, Orient. And that's just angle. Now we're going to do the same for the elbow. So we select FK, then IK, then the middle, Orient, FK, IK, middle, which is the skeleton, Orient. So now that should be halfway in between what we have and that's exactly what we want. Now, the reason it's doing that is because we've got, in this constraint, we've got two controllers here. We've got FK and IK, so you could see the name of this, it's FK and then it's…
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Contents
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(Locked)
Understanding FK and IK rigging2m 5s
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Creating control skeletons3m 9s
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Constraining the control skeletons3m 42s
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Connecting the main skeleton2m 12s
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Creating floating controls2m 39s
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Wiring up the FK and IK switch4m 42s
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(Locked)
Hiding and showing controls4m 47s
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(Locked)
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