23.
Create a basic character
rig
Creating a Basic Character Rig in Maya
This guide walks you through setting up a simple character rig with joints, IK
handles, and controllers for easy animation.
1. Creating the Skeleton (Joints)
1. Switch to Rigging Mode
o Go to: Maya Menu → Rigging Workspace.
o Enable X-Ray Joints (Shading → X-Ray Joints) to see joints inside
the model.
2. Create the Joint Chain
o Go to: Skeleton → Create Joints and click in the viewport to place
joints in this order:
Hips → Spine → Neck → Head
Hips → Knee → Ankle → Foot → Toe (for each leg)
Shoulder → Elbow → Wrist (for each arm)
o Press Enter when done.
3. Rename Joints
o Open Outliner (Windows → Outliner) and rename joints properly,
e.g.,:
hip_JNT, spine_JNT, neck_JNT, head_JNT
L_shoulder_JNT, L_elbow_JNT, L_wrist_JNT (for left arm)
2. Adding IK Handles (For Smooth Limb Movement)
1. Go to: Skeleton → Create IK Handle
2. Leg IK Setup
o Click the hip joint, then the ankle joint to create an IK handle for
the leg.
o Rename it L_leg_IK.
3. Arm IK Setup
o Click the shoulder joint, then the wrist joint to create an IK handle
for the arm.
o Rename it L_arm_IK.
3. Creating Controllers for Animation
1. Create NURBS Circles for Controllers
o Go to: Create → NURBS Primitives → Circle
o Scale & move circles to fit over key joints (hips, feet, hands).
2. Freeze Transformations
o Modify → Freeze Transformations (resets transformations).
3. Parent IK Handles to Controllers
o Select controller → IK Handle → Press P (Parent).
o Example: Select foot CTRL, then leg_IK, and parent them.
4. Adding Constraints for the Rig
1. Spine & Head Rotation
o Select the spine controller, then the spine joint.
o Go to: Constrain → Orient Constraint (so the spine follows the
controller).
2. Foot & Hand Controllers
o Select the foot controller, then the IK handle.
o Go to: Constrain → Point Constraint (to control movement).
5. Testing the Rig
Move controllers to check if the joints move properly.
Adjust constraints if movement isn't smooth.