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Full Version: How to rig production-ready Maya biped: facial and shoulder/spine motion?
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I'm a junior 3D artist learning 3D character rigging in Maya for a personal animated short, and I'm struggling to create a flexible, clean rig for my bipedal character that allows for nuanced facial expressions and realistic shoulder and spine movement without causing unnatural deformation or skin pinching during complex poses. I've followed tutorials for basic joint placement and skin weighting, but my controls feel clunky, and I keep encountering issues with joint orientation and IK/FK switching that break the animation flow. For experienced riggers, what is your systematic process for planning and building a production-ready rig from scratch? How do you approach the skin weighting phase to achieve smooth deformations, especially in tricky areas like the shoulders and hips, and what are the most common mistakes beginners make that lead to rigs that are difficult to animate or impossible to fix later in production?