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22 written guides and 3 video-only resources.

SEQUENTIAL SERIES · 25 LESSONS

Maya Biped Character Rigging

Follow the original 25-part Maya biped rigging series in order. Parts 22–24 are accepted as video-only lessons with honest creator-description overviews; detailed written instructions and validated captions are unavailable for those three recordings.

Follow the listed order and use Previous / Next on each lesson page.

Written guides were prepared with AI assistance from the original captions and editorially approved. Software workflows have not been independently reproduced; historical interfaces, technical qualifications and source limitations remain applicable. Video-only resources are individually identified.

Lessons in order

    1. Video tutorialCharacter FX & AnimationLesson 1

      Written guide

      Biped Character Rig Part 1 - Setting A Project and Referencing Files

      YouTube: Date unknown

      The instructor explains the process of setting up a project structure and creating a default workspace for a biped character rig. The speaker describes creating specific folders for models, blend shapes, and rigs to manage file versions and updates. The instructor walks through saving current…

    1. Video tutorialCharacter FX & AnimationLesson 2

      Written guide

      Biped Character Rig Part 2 -Starting the Bind Skeleton

      YouTube: Date unknown

      The instructor explains the process of creating a base skeleton for a biped character, starting with the main spine and pelvis. The speaker describes placing joints for the legs and arms, adjusting their positions using the middle mouse button to ensure proper alignment and bending.…

    1. Video tutorialCharacter FX & AnimationLesson 4

      Written guide

      Biped Character Rig Part 4 - Joint Orientation

      YouTube: Date unknown

      The instructor explains the need to correct joint orientations to prevent unwanted rotation offsets in a biped character rig. The speaker describes using the 'Orient Joints' tool and resetting transformations to align the spine and limb chains correctly. The instructor walks through adjusting end joint…

    1. Video tutorialCharacter FX & AnimationLesson 5

      Written guide

      Biped Character Rig Part 5 - Starting the IK Control Rig

      YouTube: Date unknown

      The instructor explains the process of creating a separate joint chain for the left arm to establish an IK control rig, distinct from the bind rig. The speaker describes duplicating the joint chain and unparenting specific joints to remove twist joints, ensuring the IK handle…

    1. Video tutorialCharacter FX & AnimationLesson 6

      Written guide

      Biped Character Rig Part 6 - Arm Controls

      YouTube: Date unknown

      The instructor explains the process of creating IK arm controls by first hiding geometry and naming the IK handle. The speaker describes using custom rigging tools and Python scripts to generate and align control shapes, such as box controls. The lesson walks through the manual…

    1. Video tutorialCharacter FX & AnimationLesson 7

      Written guide

      Biped Character Rig Part 7 - Creating a Pole Vector Constraint

      YouTube: Date unknown

      The instructor explains the goal of creating a pole vector for an IK control to adjust elbow angles, referencing a shelf tool available on Patreon or in courses. The speaker describes aligning a curve between joints using parent constraints and naming the control according to…

    1. Video tutorialCharacter FX & AnimationLesson 8

      Written guide

      Biped Character Rig Part 8 - Stretchy Arm Rig

      YouTube: Date unknown

      The instructor explains the goal of creating a stretchy arm rig to limit popping and provide cartoony animation. The speaker describes using a measure tool to calculate distance between joints, noting that the value changes as the distance alters. The instructor walks through setting up…

    1. Video tutorialCharacter FX & AnimationLesson 9

      Written guide

      Biped Character Rig Part 9 - Creating FK Controls for the Arm

      YouTube: Date unknown

      The instructor explains the transition from the previously completed IK system to the creation of a new FK system for the arm. The speaker describes duplicating the shoulder or hand joint, unparenting it, and organizing the resulting joint chains and pole vectors into specific folders.…

    1. Video tutorialCharacter FX & AnimationLesson 10

      Written guide

      Biped Character Rig Part 10 - Creating FK Arm Twist Rig Setup

      YouTube: Date unknown

      The instructor explains the need to modify the skeleton to avoid cycle errors and doubled rotations when setting up the FK arm twist system. The speaker describes unparenting twist joints and establishing parent constraints from the elbow to the shoulder to prepare for accurate rotation…

    1. Video tutorialCharacter FX & AnimationLesson 11

      Written guide

      Biped Character Rig Part 11 - Creating the Upper Arm Twist

      YouTube: Date unknown

      The instructor explains that the previous twist method causes unwanted rotation in certain elbow directions, necessitating a more stable approach for the upper arm. The speaker describes removing existing constraints and reorganizing the joint hierarchy to establish direct connections for the new twist setup. The…

    1. Video tutorialCharacter FX & AnimationLesson 12

      Written guide

      Biped Character Rig Part 12 - Rigging A Hand

      YouTube: Date unknown

      The instructor explains the process of duplicating the bind skeleton and renaming joints to establish an FK hand setup. The speaker describes creating NURBS circle controls for the fingers, aligning them to the joints, and organizing them into a hierarchy. The instructor walks through using…

    1. Video tutorialCharacter FX & AnimationLesson 13

      Written guide

      Biped Character Rig Part 13 - Setting up an IK FK Blend Arm

      YouTube: Date unknown

      The instructor explains the process of creating connections between the arm and the biped skeleton, including adding a blend attribute to the hand control to switch between IK and FK modes. The speaker describes selecting specific joints in the IK, FK, and bind chains to…

    1. Video tutorialCharacter FX & AnimationLesson 15

      Written guide

      Biped Character Rig Part 15 - Finalizing the IK FK Blend Setup

      YouTube: Date unknown

      The instructor explains the goal of setting up final steps for the IK/FK blend to ensure appropriate controls are visible during animation. The speaker describes using a set driven key setup to link the hand control driver to the visibility of grouped IK and FK…

    1. Video tutorialCharacter FX & AnimationLesson 16

      Written guide

      Biped Character Rig Part 16 - finger curl and spread attributes

      YouTube: Date unknown

      The instructor explains the process of adding custom attributes, such as index curl, to a hand control rig to facilitate secondary animation. The speaker describes using set driven keys to link these attributes to offset groups, allowing the finger controls to rotate in response to…

    1. Video tutorialCharacter FX & AnimationLesson 17

      Written guide

      Biped Character Rig Part 17 - Starting the IK Leg Setup

      YouTube: Date unknown

      The instructor explains the decision to implement an IK leg setup rather than an FK system, noting that FK is reserved for specific character types. The speaker describes duplicating the leg skeleton, unparenting it, and renaming joints to establish a distinct IK chain for the…

    1. Video tutorialCharacter FX & AnimationLesson 19

      Written guide

      Biped Character Rig Part 19 - Starting the Reverse Foot Rig

      YouTube: Date unknown

      The instructor explains the process of building a reverse split foot rig by connecting foot joints to the skeleton and duplicating them to allow backward rotation for tippy-toe movements. The speaker describes setting up IK handles for the ankle and toe, then applying point constraints…

    1. Video tutorialCharacter FX & AnimationLesson 20

      Written guide

      Biped Character Rig Part 20 - Finalizing the Foot Control

      YouTube: Date unknown

      The instructor explains that the lesson focuses on finalizing the reverse foot control by addressing issues where the Anam toes were not parented to the bind joints. The speaker describes a problem where rotating the ball pivot causes unwanted twisting in the joint, which they…

    1. Video tutorialCharacter FX & AnimationLesson 21

      Written guide

      Biped Character Rig Part 21 - Finalizing the Arm and Leg Rigs

      YouTube: Date unknown

      The instructor explains the process of creating a hip control for the leg rig, describing the use of a primitive circle and alignment tools to position it relative to the joint. The speaker describes setting up a clavicle control by duplicating an existing joint, converting…

    1. Video tutorialCharacter FX & AnimationLesson 22

      Video-only learning resource

      Biped Character Rig Part 22 - Mid Point Cleanup

      YouTube: Date unknown

      The creator describes a midpoint cleanup of issues found between lessons in the Maya biped rigging series. The available description does not identify the specific corrections.

    1. Video tutorialCharacter FX & AnimationLesson 25

      Written guide

      Biped Character Rig Part 25 - Space Align Switch

      YouTube: Date unknown

      The instructor explains the process of creating space switches for the head and IK arms, noting that both are done similarly with slight differences. The speaker describes duplicating the head joint, unparenting it, and using a points-to constraint to align it with the world while…