Rig it Right! Maya Animation Rigging Concepts

By Tina O'Hailey

© 2013 – Focal Press

304 pages

Purchasing Options:
Paperback: 9780240820798
pub: 2013-02-26
US Dollars$44.95

Look Inside

About the Book

Rigging a character can be a complicated undertaking. Move from a bi-pedal character to a quad- or poly-pedal and, well, things just got real. Where do you begin?

Unlike all of those button-pushing manuals out there, Rig it Right! breaks down rigging so that you can achieve a fundamental understanding of the concept, allowing you to rig more intuitively in your own work. Veteran animation professor Tina O’Hailey will get you up and rigging in a matter of hours with step-by-step tutorials covering multiple animation control types, connection methods, interactive skinning, BlendShapes, edgeloops, and joint placement, to name a few. The concept of a bi-ped is explored as a human compared to a bird character allowing you to see that a bi-ped is a bi-ped and how to problem solve for the limbs at hand. After you have moved beyond basic bi-pedal characters, Rig it Right! will take you to a more advanced level where you will learn how to create stretchy rigs with invisible control systems and use that to create your own types of rigs.

  • Hone your skills every step of the way with short tutorials and editable rigs that accompany each chapter. (17+ rigs!!)
  • Read "Tina’s 10 Rules of Rigging" and build the foundational knowledge needed to successfully rig your characters.
  • Visit the companion website (www.focalpress.com/cw/ohailey) and expand your newfound knowledge with editable rigs, exercises, and videos that elaborate on techniques covered in the book
  • Coffee is not required – but encouraged.

Table of Contents

Part One: Basic Concepts presented in applied tutorials

Introduction: Rules of Rigging and taking control of your outliner/hypergraph/history

Chapter One: Pivot Point Props, Heirarchical animation.

Chapter Two: Deformation Characters.

Chapter Three: Adding Animator CNTRLS

Chapter Four: CNTRLS continued

Chapter Five: Joints and Skinning

Chapter Six: Blendshapes and Set Driven Key.

Part Two: Taking those concepts and building your first biped rig

Introduction: Things to avoid with your first biped. Introduction to Referencing and rigging pipelines.

Chapter Seven: Skeletons

Chapter Eight: The rules of skinning and tootsie roll (proxy) GEO

Chapter Nine: Upper Body, Lower Body, Root

Chapter Ten: Feet and knees.

Chapter Eleven: Spines

Chapter Twelve: Arms, elbows and clavicals.

Chapter Thirteen: Hands

Chapter Fourteen: Head

Chapter Fifteen: Master CNTRL and Scaleable rigs

Chapter Sixteen: Bulletproofing and Testing

Chapter Eighteen: Troubleshooting

Part 3: Advanced Techniques

Facial setups

Stretchy Advanced Blendshapes

Reverse Spine? Why?

Quadrapeds vs Bipeds (15 pages)

Muscle Systems

Dynamic Hair & Fur


Automated rigging continued

Low Res/High Res rigs

Character Rigs: Armadillo

Character Rigs: Frog

Each Chapter will include:

Detailed Concept Analysis with Video Content

Fully updated Rigs with Models


About the Author

Tina O’Hailey isthe Dean of the School of Digital Media at SCAD; prior to that, O'Hailey was the Associate Chair of Animation and a professor of animation. She spent the first part of her career working as an industry trainer for Walt Disney Feature Animation, Dreamworks animation and Electronic Arts.

Subject Categories

BISAC Subject Codes/Headings:
ART / Digital