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Rig it Right! Maya Animation Rigging Concepts by Tina O'Hailey

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3

User Controllers

Chapter Example Files:

chtp3_Toothbrush_Start.ma;

chpt3_Constraint_Example.ma

Rules Covered

Rule #4: Keep geometry (GEO), controls (CNTRL), and skeletons (SKEL) in separate groups in the outliner

Rule #5: Make controls that make sense to the animator

Rule #6: Happy math—controls and joints should be zeroed out

In the previous chapter we created a toothbrush rig. This chapter will start with a similar toothbrush that has an additional bend deformer for the low portion of the toothbrush instead of a squash deformer. Begin this tutorial by opening chtp3_Toothbrush_Start.ma. Like Chapter 2’s superhero toothbrush, this rig has a main move group at the top of the hierarchy, then the geometry and three deformer handles. The bend ...

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