Lean and Mean Character Rigging in Maya
Presenter: Sylvain Côté, A2M
Company: Artificial Mind & Movement, also known as A2M
This MasterClass will show you how to create your very own ‘lean and mean’ character limb setup. We will cover FK/IK switch (no blending), multi way constraints without cycles in Maya, and making an IK Handle’s controller to follow your character’s limb joints chain in FK mode without having multiple hierarchies in Maya. This will help you create a solid base for advanced rigging.
Sylvain Côté is Artistic Technical Director at Artificial Mind & Movement. For the past seven years, Sylvain has developed production tools for the company’s artists, while supporting the development team with highly efficient pipelines in the form of rigs, user interfaces and various scripts within Maya. His project portfolio includes games such as WET, Kung Fu Panda, Iron Man, Scooby Doo, Scaler and much more.
Prior to working at Artificial Mind & Movement, Sylvain was Technical Animator for My Virtual Model. His interest in the technical aspects of 3D drove him to join the R&D team. In his capacities, Sylvain designed and created the production pipeline for making virtual garments using Maya software’s embedded language (MEL) and its Application Programming Interface (API). In 1995, after completing his training as a 3D Animator, he joined the broadcast industry where he created 3D spots using Softimage 3D and Power Animator. In his spare time, Sylvain enjoys working on a collection of proprietary plug-ins for Maya.