How to orient joints by rotating them into place and transferring the value to the Joint Orient Attribute.SHOW MORE
This video covers how to use a joint as an animation control to give you better graph curves for translation and rotation when animating IK limbs.
Sometimes you want to know the world rotation or translation position of an object instead of it's local position and use that to drive another object. Well there's a utility node for that. The Decompose Matrix will get the world position of an object and allow you to connect those values to the position of another objectSHOW MORE
In this video we cover how to start making an IK tentacle rig using an IK Spline, scaling using the arc length of the spline and how to manage the twisting. While there are many options for making this we cover just a few and some of the thought involved behind those choices.
After my video on the Decompose Matrix Utility node I had people asking what other utility nodes I use while rigging. So this is a brief overview of the node I regularly use when rigging in Maya.
In this video we cover how to set up working gears. The rigging is actually pretty simple. Where most people go wrong is in how they build their gears from the start, so this video actually covers how to build gears that you can then rig to work as expected.