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Advance Rigging for MMA

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 Joint
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    • Lesson 02 Duplicating The Joints
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    • Lesson 03 Adding IK and FK Controls to the Arm
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    • Lesson 04 Creating the Curve Controls
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    • Lesson 05 Placing the Curve Control on the arm
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    • Lesson 06 Modifying the Hand Joints
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    • Lesson 07 Connecting the Control Curve to Joints
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    • Lesson 08 Grouping the Right Arm Curves
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    • Lesson 09 FK and IK Weight
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