Advanced Character Rigging in Maya

Master production-grade Maya rigging for animator-ready characters

Duration 9h 28m Rating (4.6) Price Included with subscription on Pluralsight
Last updated 2019-02-27
Platform: Pluralsight Topic: 3D & Animation Skills: Autodesk Maya Character Rigging

Advanced Character Rigging in Maya is a focused course that teaches production‑level rigging workflows inside Autodesk Maya, emphasizing practical techniques riggers use in animation and game pipelines. The lessons concentrate on modular rig construction, IK/FK systems, twist and counter‑twist solutions, and the tooling approaches that make rigs animator‑friendly.

Learners who complete the course should be able to implement and refine production‑ready rigs, create custom scripts and controls, and apply advanced skinning and deformation strategies to preserve volume and motion fidelity. The material is oriented toward hands‑on application, so participants should expect to follow step‑by‑step demonstrations and reproduce the setups on their own character assets.

At a Glance

Advanced Character Rigging in Maya is a Pluralsight course of focused Maya tutorials taught by an instructor experienced in production rigging.

It walks through modular rig construction, IK/FK systems, twist and counter‑twist techniques, and practical workflow tools for creating production-ready character rigs.

Level Advanced
Rating 4.6 out of 5
Duration 9+ hours
Languages English
Certificate Certificate of completion
Access Access while your Pluralsight subscription is active
Course includes
  • Video lessons and instructor demonstrations
  • Module-based chapter structure (table of contents)
Price Subscription-based; monthly or annual plans

What This Course Teaches

This course frames outcomes as practical, measurable rigging competencies learners can demonstrate on production characters.

Learners will build modular rigs, create custom rigging tools, implement and enhance IK/FK and twist systems, and apply these techniques to finalize production-ready characters.

Modular Rigs
Build modular rig components that integrate into existing skeletons for faster, repeatable setups.
Custom Tools
Create and apply custom scripts and tools to automate repetitive rigging tasks and improve workflow efficiency.
IK/FK Systems
Implement IK/FK limb systems and switching controls suitable for animator-driven workflows.
Enhanced Controls
Enhance IK/FK setups to produce exaggerated, animator-friendly deformations and control behavior.
Twist Rigs
Build non-flipping, counter-twist rigs that preserve volume during joint rotation.
Production Rigging
Apply learned techniques to rig and finalize complete characters for production use.

How the Course Is Structured

The course is organized as an introduction plus 68 focused video lessons presented as a chapter-style table of contents, and the full syllabus totals roughly 9.5 hours of material. The structure favors many short, task-focused clips that sequentially build a production-ready rig across the modules.

Curriculum overview

01 Introduction and Project Overview 52s

Overview of course goals, project files, and how the lessons are organized for the rigging workflow.

02 The Flexi-plane 4m 52s

Introduce the flexi-plane concept and its role as a deformable control surface in rigs.

03 Starting on the Flexi-plane 8m 54s

Begin constructing the flexi-plane geometry and initial rigging nodes required for control.

04 Controlling the Flexi-plane 13m 57s

Add and configure control handles so animators can manipulate the flexi-plane predictably.

05 Finishing the Flexi-plane’s Translation Controls 9m 4s

Finalize translation control behavior and ensure stable motion across the flexi-plane.

06 Organizing and Transforming the Flexi-plane 10m 21s

Structure the flexi-plane nodes and apply transforms to integrate the plane into the rig hierarchy.

07 Setting up the Joints and Twist Control for the Flexi Rig 12m 20s

Create joint chains and twist controls to preserve volume and produce natural deformation along the flexi rig.

08 Finalizing the Flexi-plane 15m 29s

Tie up remaining setup steps and validate the flexi-plane across typical poses.

09 Preparing Tools and Custom Scripts to Make Our Workflow More Efficient 19m 53s

Introduce and build small scripts and tools to speed common rigging tasks and file setup.

10 Starting on the Spine 8m 10s

Begin constructing the spine rig, laying out the primary joints and control framework.

11 Animation Controls for the Spine 10m 31s

Add animator-facing spine controls to drive twisting, bending, and posture adjustments.

12 Adding a Center-of-gravity Control 7m 39s

Create a center-of-gravity control to influence whole-body balance and animation posing.

13 Rigging the Neck and Head 6m 1s

Set up neck and head joints and basic constraints for natural rotation and follow behavior.

14 The Head Control 4m 17s

Design an animator-friendly head control with usable rotation and offset channels.

15 Dynamically Parenting the Head to the Chest 4m 5s

Implement dynamic parenting so the head can switch follow targets between chest and global space.

16 Connecting the Neck’s Flexi-plane to the Head Control 10m 2s

Link the neck flexi-plane to the head control to produce smooth, volume-preserving neck motion.

17 Troubleshooting and Progress Check for the Torso 5m 24s

Validate torso systems and address common deformation or control issues encountered so far.

18 Rigging the Legs 10m 44s

Set up primary leg joints and the base structure for both IK and FK leg systems.

19 Creating Systems for Ik/fk Legs 10m 43s

Build IK and FK leg systems with intent for switching and animator control.

20 Finishing the Ik/fk Systems for the Legs 6m 45s

Finalize IK/FK blending, constraints, and ensure the systems switch reliably in animation.

21 Starting on Our Leg Controls 8m 36s

Create animator-facing leg controls for foot placement, rotation, and IK targets.

22 Finishing the Reverse-foot Rig 11m 58s

Implement and finalize a reverse-foot setup to support accurate foot articulation.

23 Animation Controls for the Ik Legs 7m 9s

Add animator controls specific to IK legs for posing and motion refinement.

24 Creating Custom Channels to Control the Feet in Ik Mode 12m 22s

Expose custom channels on foot controls to drive toe, roll, and pivot behaviors in IK mode.

25 Fk Leg Controls 8m 14s

Create FK controls for the leg joints to support direct keyframing workflows.

26 Connecting the Fk Joint the Animation Controls 10m 14s

Link FK joint rotations to animator controls while maintaining clean transform inheritance.

27 Swapping the Visibility of Our Ik/fk Controls 5m 21s

Implement visibility and usability toggles so animators see only the relevant IK or FK controls.

28 Foot Bending Controls 5m 11s

Add bend and flex controls to the foot rig for natural bending and weight shifts.

29 Creating a Stretchy System for the Ik Legs 5m 46s

Design a stretchy IK setup to allow limbs to extend while preserving animator control.

30 Making the Ik Legs Stretchy 13m 36s

Implement the math and node connections required to drive reliable IK stretch behavior.

31 Stretchy Fk Legs 6m 5s

Apply stretchy behaviors to FK limbs and reconcile them with IK systems where needed.

32 Connecting the Stretchy Ik/fk Systems to the Primary Leg Chains 7m 27s

Integrate stretchy IK/FK subsystems into the main leg joint chains for consistent deformation.

33 Connecting a Flexi-plane to the Left Thigh 4m 42s

Attach a flexi-plane to thigh geometry to improve deformation and motion fidelity.

34 Creating Counter-twist Rigs to Hold Volume 10m 24s

Build counter-twist mechanisms that maintain limb volume during twisting motions.

35 Finishing the Right Thigh’s Rig 9m 58s

Complete the right thigh rig and validate symmetry and deformation performance.

36 Adding Flexi-planes to the Shin 4m 12s

Attach additional flexi-planes to the shins to better control lower-leg deformation.

37 Finishing the Flexi-planes Connected to the Shins 11m 56s

Finalize connections and behavior for shin flexi-planes across typical leg poses.

38 Bend Controls to Stretch the Knees 11m 6s

Add bend controls to allow knee stretching while preserving believable joint deformation.

39 Troubleshooting and Progress Check for the Legs 6m 5s

Check leg systems for issues and walk through fixes for common rigging pitfalls.

40 Rigging the Arms 4m 41s

Lay out arm joint chains and initial control structure for upper limb rigging.

41 Creating Joints for the Hands 3m 18s

Create a hand joint setup including wrist, palm, and preliminary finger joint placement.

42 Finger Joints 11m 19s

Establish detailed finger joint chains and orientation to support natural curling and spread.

43 Ik/fk Systems for the Arms 7m 24s

Build IK and FK arm systems and set up the infrastructure for switching between them.

44 Animation Controls for the Ik Arms 6m 32s

Add practical animator controls for IK arms to manage reach, elbow direction, and hand pose.

45 Creating Fk Arm Controls 11m 52s

Design FK arm controls for direct keyframing with predictable rotation behavior.

46 Swapping Between the Ik and Fk Arm Controls 1m 34s

Demonstrate the quick swap routine for animators to toggle between IK and FK arm control sets.

47 Adding Clavicle Controls 6m 34s

Add clavicle controls to influence shoulder positioning and upper-body articulation.

48 Creating Finger Controls 11m 56s

Expose animator controls for fingers including curl, spread, and preset poses.

49 Finishing the Fingers 9m 13s

Polish finger controls and ensure reliable behavior across common hand poses.

50 Stretchy Ik Arms 12m 22s

Implement stretchy IK on the arms so limbs can extend naturally under animator control.

51 Stretchy Fk Arms 2m 35s

Add stretchy behavior to FK arm chains and discuss integration points with IK systems.

52 Connecting the Primary Arm Chains to the Stretchy Ik/fk Systems 3m 52s

Link the primary arm joint chains into the stretchy IK/FK subsystems for consistent motion.

53 Attaching Flexi-planes to the Shoulders 8m 9s

Attach and configure flexi-planes at the shoulder to smooth transitions between torso and arms.

54 Connecting Flexi-planes to the Forearms 9m 24s

Integrate forearm flexi-planes to improve skinning across rotation and twist ranges.

55 Bend Controls for the Arms 7m 55s

Add bend and corrective controls to reduce collapsing or pinching during arm deformation.

56 Troubleshooting / Progress Check: The Arms 8m 59s

Review arm systems, test poses, and address common issues before moving to binding.

57 Binding the Legs and Knee Preservation Joints 14m 40s

Bind skin to leg joints and add preservation joints to protect knee volume during deformation.

58 Binding the Arms /Elbow Preservation Joints 11m 27s

Bind arm geometry and add elbow-preservation joints to maintain silhouette during bending.

59 Binding the Head 7m 3s

Bind head geometry and ensure facial/neck joints interact smoothly with the rig controls.

60 Skinning the T-shirt 9m 22s

Weight and skin the shirt to follow torso and arm movement while minimizing artifacting.

61 Skinning the Shorts 5m 47s

Skin lower-body clothing so it follows leg motion and interacts correctly with thigh flexi-planes.

62 Rigging the Shoes 8m 38s

Create shoe rig controls and ensure they respond correctly to foot and ankle movement.

63 Troubleshooting and Progress Check for Skinning 12m 21s

Review skinning results across garments and make corrective weight refinements where needed.

64 Rigging the Head to Squash and Stretch 7m 59s

Add squash-and-stretch behaviors to the head rig for stylized deformation without breaking volume.

65 Finalizing the Rig 7m 2s

Perform final cleanup, hierarchy organization, and preflight checks before delivery.

66 Using Ncloth the Animate the Flags 7m 18s

Demonstrate using nCloth to animate simple cloth elements like flags and how they interact with the rig.

67 Improving the Counter-twist Systems Connected to the Character’s Legs 8m 39s

Refine counter-twist implementations on the legs to further preserve volume in challenging poses.

Audience & Requirements

Advanced Character Rigging in Maya is intended for hands‑on riggers and technical artists who need production‑grade rigging techniques and expect to apply them directly to character builds. It is best suited to learners with prior Maya experience and a working knowledge of basic rigging concepts rather than complete beginners.

Who It’s For
  • Character riggers working in animation, game, or VFX pipelines who need advanced deformation and control techniques.
  • Technical artists responsible for building reusable, animator‑friendly rig systems for production.
  • Animators or generalists who want deeper rigging fluency to prototype or troubleshoot rigs.
  • Freelance riggers and small‑studio developers preparing rigs for client or shipping builds.
What You’ll Need
  • Autodesk Maya (course references Maya 2013; newer releases are usually compatible but check tool differences).
  • Familiarity with Maya basics: joint chains, transforms, skinning, and the interface.
  • Working knowledge of core rigging concepts such as IK/FK, constraints, and basic skin binding.
  • Basic scripting familiarity (MEL or Python) is helpful for following and creating custom tools shown in the lessons.

Note: The course page classifies this offering as Advanced and the syllabus covers many production-level topics, but it does not list strict prerequisites; prospective learners should therefore ensure they already have hands-on Maya and basic rigging experience before enrolling.

Final Verdict

This course is a solid, practical investment for experienced character riggers and technical artists seeking production‑grade rigging techniques.

With a strong community rating and availability through a subscription service that includes a certificate of completion, it represents good professional value for practitioners who already work in Maya and want to level up their rigging toolset.

If you are new to Maya or basic rigging concepts, complete introductory rigging and Maya fundamentals first so you can follow the advanced workflows and scripts shown in the lessons.

Course Details

Platform Pluralsight
Rating (4.6)
Duration 9h 28m
Level Advanced
Language English
Price Included with subscription
View on Pluralsight