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Rigging Human IK Characters for Mocap in Maya and Motion Builder 2016

Autodesk's HumanIK control makes rigging characters for motion capture easier. This course will teach you how to set up a character, put it through a range of motion, and refine polygon deformations. Software required: Maya 2016, MotionBuilder2016.

Advanced
1h 30m
(14)

Created by Mark Butler

Last Updated Dec 06, 2022

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  • Course

Rigging Human IK Characters for Mocap in Maya and Motion Builder 2016

Autodesk's HumanIK control makes rigging characters for motion capture easier. This course will teach you how to set up a character, put it through a range of motion, and refine polygon deformations. Software required: Maya 2016, MotionBuilder2016.

Advanced
1h 30m
(14)

Created by Mark Butler

Last Updated Dec 06, 2022

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What you'll learn

Setting up characters is complex and subjective, and often unique to the particular character. Character rigging is one of the least understood areas of animation, even for expert Maya artists. Getting good character rigging results takes practice and commitment. In this course, Rigging Human IK Characters for Mocap in Maya and Motion Builder 2016, you will be using both Maya and MotionBuilder 2016 to rig a human character using HumanIK controls. After discovering how to complete the initial rigging, you will learn how to apply motion capture data, and you'll also learn how to begin testing and refining the character's rigging and weight mapping. After viewing this course, you will have a solid understanding of rigging using Autodesk HumanIK controls, and you will be able to apply motion capture data easily to your own rigged characters. Software required: Maya 2016, MotionBuilder2016.

Rigging Human IK Characters for Mocap in Maya and Motion Builder 2016
Advanced
1h 30m
(14)
Table of contents

About the author
Mark Butler - Pluralsight course - Rigging Human IK Characters for Mocap in Maya and Motion Builder 2016
Mark Butler
5 courses 3.5 author rating 38 ratings

Mark Butler is a veteran producer, character animator, technical director, and motion capture specialist. He has worked on a wide variety of animation projects for games, broadcast, and live events, for clients such as DC Comics, Atari, Warner Bros., Disney and Sony, as well as many independent productions.

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