Mechanical Rigging | CG Master Academy

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Mechanical Rigging

An 8-week course exploring the various mechanical rigging challenges in Maya and putting it all together in a final project

Course overview Course overview

Course Overview

Learn the complexities of mechanical rigs

This course is an exploration of solving various mechanical rigging challenges in Maya. Topics include model preparation, rig organization, joint hierarchies, rig controls, dynamic rigging setups, and much more! Students will work with 3D assets provided by the instructor and put everything together in a final project, and will have the chance to learn this key aspect of VFX from a long-time industry professional.


Course Format:   Standard
Lecture Type:   Pre-recorded
Feedback:   Individually recorded
Duration:   8 Weeks
Assignment:   Deadlines each week
Q&A:   Once a week
Materials:   Lectures created in Maya 2018.4. Student software requirement: Maya 2017 or later
Skills level:   Intermediate
Prerequisites:   Intro to Rigging ; a working beginner's knowledge of how to rig

Mechanical Rigging WHAT YOU’LL LEARN

What you'll learn

The more you know, the better.

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Questions to ask before you start rigging | Model review and preparation (clean model, handling model changes) | Rig organization (model, anim controls, and rig nodes) | Transforms, joints and hierarchies (world/obj/local spaces) | Pivot point strategies (ways to find pivot points) | Creating pivot utility scripts and your own tool script library | Working with joints (orients, euler/gimbal, rotation order)
FK, IK, and FK/IK | Creating animation controls | Connecting animation controls to rig | Attaching geometry to rig (parenting, constraining, skinning) | Cleaning up the rig | Packaging and versioning the rig
Model check and rig prototyping | Creating rig and joint hierarchy | Pistons | Control creation | Attaching geometry | Testing, troubleshooting, and cleaning up
Questions to ask before you start rigging | Breaking down the rig | Model prep and organization | Quick rig prototyping | Base skeleton and rig controls | Main body skeleton and rig controls | Attaching geometry
Head and neck skeleton and rig controls | Leg skeleton and rig controls | Replicating the leg rig | Attaching geometry
Antenna | Tubes/cables | Dynamic rigging setups | Attaching geometry | Motion testing | Final rig cleanup and organization

Real heroes don't wear capes they teach.

Jose Antonio Martin Martin is a software engineer from Spain who has been working as a character TD / rigger in the VFX industry for the last 8+ years. He has worked for studios such as Framestore, MPC, DNEG and is currently working at ILM. During his career he has worked on many blockbuster projects including Gravity, Terminator Genisys, Suicide Squad, Ghost in the Shell, and Venom.


April 17th!

Spring TERM Registration

Feb 8, 2021 - Apr 26, 2021




April 17th!

Pricing & Schedule

Even though our courses are the most affordable for the quality of education.

These Finance Options allow you to focus on your goals instead of the barriers that keep you from reaching them.

Employer Reimbursement

Animation Guild CSATTF

Payment Plan

Companies that hire our students

  • Naughty Dog
  • Luma Pictures
  • Google
  • EA Games
  • DreamWorks Animation
  • Blizzard Entertainment

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