13.11.2023 – Rigging

Week 7 – Rigging in Maya

There are two Rigging techniques in Maya : Inverse Kinematics (IK) and Forward Kinematics (FK). Think of IK as maneuvering a marionette, while FK resembles adjusting a figure.

  • Inverse Kinematics (IK): This technique operates backward from the end effector, the part of the skeleton interacting with the environment (e.g., a hand or foot). IK calculates how the joints and bones should move and rotate to position the end effector precisely. For instance, when orchestrating your character to grasp an object, IK dynamically adjusts the arm, elbow, and shoulder to align the hand with the target.
  • Forward Kinematics (FK): In contrast, FK works forward from the root of the skeleton, such as the pelvis or spine. It determines how the end effector should move and rotate based on joint angles and lengths. If you envision your character walking, FK computes the movement and rotation of the feet relative to the legs, knees, and hips.

You can relocate the pivot by pressing ‘D’ and dragging, especially handy for moving a joint without affecting its child joints.

Body is parent, Eyes are child

To establish a parent-child relationship between components, you can manually arrange them in the Outliner, or opt for efficiency by selecting the objects and pressing ‘P.’

Upon accessing the Rigging shelf, a set of powerful tools awaits:

Created joints
  • Create Joint: This tool facilitates the addition of joints, typically commencing from the object’s center (e.g., the spine for a human) and extending outward. You can easily add joints by selecting a joint in the Outliner, clicking the ‘Create Joint’ icon, and appending as needed.

Added IK
  • Create IK Handle: After configuring the joints, this tool adds IK handles. Simply click the icon and specify the starting and ending joints for the IK chain.

Binding Skin
  • Bind Skins: Connecting joints and IK to the model is achieved by selecting them together and pressing the icon. The joint colors change, and when you move the joints, the attached objects follow suit.

Quick Rig – One click
Quick Rig – Step by step
  • Quick Rig: This tool offers an automatic or step-by-step rigging process. While auto-rigging provides a quick setup, the step-by-step option allows for manual adjustments, promising greater accuracy.

Human IK – Create skeleton
  • Human IK: Employ this tool to create and manage a skeleton. After generating a skeleton, a humanoid-shaped structure appears in the viewport, ready for adjustment and binding.

Paint Skin Weights

Once the skin is bound, refining skin weights becomes crucial. Utilize ‘Skin-Paint Skin Weights’ to meticulously paint and adjust the influence of each joint on the surrounding areas. For instance, painting a shoulder’s weight might initially cover the head or legs, but with precision, unwanted influences can be removed by painting with a value of 0.


As I need rigging for my project, I know I have more to learn in Rigging. Once I finish modeling, I’ll try the rigging details. Even though I just need simple animations, I’m discovering it’s not as easy as it seems. But challenges are chances to get better, and I’m excited to make my cat move just right in the project.

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