
Introduction Arms and legs | IKFKblend | Blendcolor nodes vs orient constraints | Creating hands and fingers | Foot setup with multiple pivot points | Utility/math nodes | Macro finger attributes and secondary micro controls Connecting everything together | Point constraints and orient constraints | Creating shoulder, head, jaw, and eye controls | Rough skinning | Managing the visibility of controls Building a more advanced spine | How many joints do I need? | IK ribbon spine | Squash and stretch spine | Volume preservation and color-feedback | FK spine with variable controls | Reverse FK spine Advancing the legs and arms | Squash and stretch limbs | Condition node | Split knee and split elbow | Shoulder blade setup | Building a native Maya pose reader | Auto clavicle | Optional: bendy limbs Deformations | Looking at edgeflow and topology | Weights painting | Additive vs subtracting | Smoothing | Weighthammer | Influence objects | Optional: building a low-res cage | Corrective shapes | Posebased deformation Anatomy and muscles | Faking muscles and skin sliding | Dynamics in rigging | Soft bodies and dynamic curves | Delayed animation ctrls Testing the rig | Picking three (extreme) poses | Make sure all is working and ready for anim | Creating a script to reset all the control back to default Week 1: Week01 - Basics: Starting out with a solid base Part 1
Week 2: Week02 - Basics: Continuing to build the base rig.
Week 3: Week03 - Basics: Connecting everything together and rigging the rest of the base rig.
Week 4: Week04 - Getting more advanced: The Spine
Week 5: Week05 - Getting more advanced: Arms, Shoulders and simple PoseReader
Week 6: Week06 - Deformations
Week 7: Week07 - Faking Muscles and adding Dynamics
Week 8: Week08 - Tying up some loose ends

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