Advance Rigging for MMA
This activity introduces students to advanced rigging techniques in Autodesk Maya by exploring the use of Forward Kinematics (FK) and Inverse Kinematics (IK) systems, and learning how to seamlessly blend them through an IK/FK switch. Students will gain hands-on experience in setting up joint chains, controlling animation workflows with both FK and IK, and implementing a switch that allows animators to transition smoothly between the two methods. By the end of the exercise, learners will understand not only the technical setup but also the practical advantages of IK/FK blending in creating flexible, efficient, and animator-friendly rigs for character animation.
| Responsible | Dan Vincent Caneo |
|---|---|
| Last Update | 03/28/2026 |
| Completion Time | 59 minutes |
| Members | 2 |
-
-
Lesson 01 Removing the Double Elbow JointNew
-
Lesson 02 Duplicating The JointsNew
-
Lesson 03 Adding IK and FK Controls to the ArmNew
-
Lesson 04 Creating the Curve ControlsNew
-
Lesson 05 Placing the Curve Control on the armNew
-
Lesson 06 Modifying the Hand JointsNew
-
Lesson 07 Connecting the Control Curve to JointsNew
-
Lesson 08 Grouping the Right Arm CurvesNew
-
Lesson 09 FK and IK WeightNew
-