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Welcome to Volume 3 of Quick Start to Rigging in Maya, a series of specially constructed tutorials meant to be followed in sequence and interspersed with valuable exercises to reinforce learned concepts.

In this volume, we'll build on the concepts covered in volume 2. We'll start by learning how to create a skeleton that would be suitable for creatures. We'll cover weight painting techniques. We'll learn how to work with Maya's Spline IK solver and how to build our very own IK/FK switch. We'll add a custom channel to control the resolution of our character, and even get into a bit of MEL scripting and learn how it can be used to parent shape nodes. Ultimately, we'll focus on cleanliness throughout the entire construction of the rig.

These courses are designed to be taken in sequence so we really encourage you to start with Volume 2 before continuing with this section. We also encourage you to take advantage of the assignments that follow each volume. These assignments will allow you to take what you've learned and apply those tools and techniques to your own projects.


1. Introduction and project overview 01:12

2. Adding leg joints 11:00

3. Rigging the center, pelvis, and tail 06:25

4. Rigging the neck and head 04:52

5. Creating joints for the arms and hands 07:54

6. Adding inverse kinematics to the arm and mirroring its chain 01:56

7. Skinning the creature 16:28

8. Adding an IK/FK rig to the neck 13:30

9. Creating a Spline IK system for the neck 07:05

10. Setting up an FK head control 05:22

11. Controlling the head in IK mode 06:36

12. Finishing the IK head control12:18

13. Creating a global control and adding an IK/FK switch 11:14

14. Creating controls for the COG and pelvis 07:47

15. Adding FK controls to the tail 07:44

16. Finishing the tail 06:50

17. Rigging the legs 08:31

18. Finishing the leg controls 09:44

19. Knee controls 06:29

20. Rigging the arms 11:16

21. Animator-friendly finger controls 10:01

22. Cleaning up the rig 08:12

23. Volume 3 exercise 02:59


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