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Automated Biped Character Skeleton and Control Rig Generation

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By James Nicholl


This paper looks at the processes used in creating an auto rigging procedure for use in Maya, using the in built language MEL. In order to better understand what was required for this task research into rigging techniques and practices was undertaken. These include general practices adopted when creating bone chains to help both the rigger and the animator who will use the rig. In addition there was an in-depth exploration of specific techniques such as IK/FK switching.



jnicholl_User Manual.pdf





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