This video guides the user through the techniques used to unwrap Leon's mesh to prepare it for a color texture map. Coverage includes Maya's UV tools and the UV texture editor.  
 
  This video covers some of the techniques used to texture Leon.  
 
 
 
  This first video tutorial will guide you through some of the problems you will encounter when rigging a head for animation. The problem of cutting a character's head off to duplicate while retaining proper vertex order is covered in detail. As well, you will be shown how to use Maya's smooth skinning tools to aid you in the creation of a jaw open/close blendshape.  
 
  Continuing where the first tutorial left off, this video will guide you through the creation of another blendshape, this time using Maya 6.0 new Soft Modification tool. The lesson will then go into detail to show how to create a curve based UI for Leon's face. This video also explains the different shapes used in Leon's face and how they interact with the UI. Near the end you will be shown how to use a 'Pose Library' to save/load facial poses. The user is also shown some of the MEL behind this setup.  
 
  This lesson will demonstrate a quick way to generate tongue blendshapes using Maya's smooth skinning.  
  Detailed coverage of how to setup your creatures eyes.  
 
 
 
  This first rigging tutorial will guide you through the finished rig. The logic behind the layout of Leon's controller curves is explained. In the second half of the tutorial, Kiaran explains how to prepare your model for rigging. Firstly you will see how to test for the integrity of the mesh itself, and then how to accurately scale for your production needs.  
 
  This video will quickly demonstrate the difference between grouping and parenting, a concept that is fundamental to all the later chapters. After this, the user will be immediately shown how to apply these ideas to creating a reverse foot setup*. Adding custom attributes and using set driven keys are briefly covered. Some prior Maya knowledge is assumed.

*please note, there is a script included on this DVD that will automate this type of setup.
 
 
  The third video in the Kinematics series will show you how to create a low resolution version of your animation rig. The polygon extract tool is used to cut the model up into polygon chunks that are then parent constrained to the underlying Maya joints. In the second half of the tutorial, you will be shown how to use/create a MEL script that will automate the process of constraining the low-res geometry.  
 
  This tutorial explains the way that Leon's controller curves were connected to his joints. Special emphasis was added on ensuring that your controller curves are 'zeroed out' and cleaned up. The second part of the tutorial covers the use/creation of a MEL script that will connect your controller curves automatically.  
 
  The user will be guided through a knee setup that has some advantages to using a normal pole vector constraint. This leg setup will not 'flip', a common problem with pole vector setups, but it still gives the animator the ability to control the direction of the knee.  
 
  The sixth video covers the creation of an IK/FK switchable joint chain. This setup will enable your animators to choose between using IK or FK to control a joint chain. The user is then guided through the process of setting this up automatically using CG Toolkit's Rig Tools MEL script. The user will also get a brief explanation of how macro-like scripts are created.  
 
  In this video, Kiaran show's you a simple arm setup that will give the creature's forearm a realistic twisting motion, while still keeping the control all in one place. The auto-forearm setup is explained first by hand, and then automatically. The user will also be given a brief explanation of the MEL script* used to setup the arm automatically.

*please note, there is a script included on this DVD that will automate this type of setup. cgTkRigTools.mel
 
 
  The fingers video guides the user through preparing the finger joints for set driven keys by manually orienting their local rotation axis. Then Kiaran demonstrates the advantage of using a tool to automate the finger setup. Quick SDK*, a tool that comes with CG Toolkit's Rig Tools, is used to rig the fingers quickly and efficiently.

*please note, Quick SDK can be found cgTkRigTools.mel.
 
 
  This tutorial covers how to rig Leon's leg from scratch. The setup utilizes the auto setup script* to do the IK/FK switch and the reverse foot. Then a bit of custom setup is used to give Leon's leg a no-flip knee. To finish it off, Kiaran will demonstrate how to place Leon's toe joints to prepare them for set driven keys.

*please note, there is a script included on this DVD that will automate this type of setup.
 
 
  The final kinematics video will show you how to rig the head of your creature so that it can blend between FK and constrained. This head setup* will allow the animator to choose whether or not they want the orientation of the head to follow with the torso or remain 'looking' in a particular direction.

*please note, there is a script included on this DVD that will automate this type of setup. Please see cgTkSetupHead.mel. Instructions are in the script header.
 
 
 
 
  This extra tutorial goes into detail to show the user how to build a custom user interface for their creatures. Details of the new Maya 6.0 web browser are covered as well as the tricks involved in making a website that can interact with Maya through the use of MEL. Kiaran will then go on to show you how he embedded the UI into a Maya scene file through the use of a script node.  
 
  This DVD includes a MEL script file called cgTkRigTools.mel. This single script file contains many tools that can aid you in rigging a digital creature with Maya. The video will cover the installation of the script and give a brief overview of the scripts features.  
 
  This video will help users who may not have ANY prior knowledge of MEL scripting to understand the other video lectures. Users will be familiar with the basics of MEL scripting and will learn how to start making their own scripts. The video covers the basics of writing a macro script by utilizing the script editor's 'echo all commands' feature in conjunction with the MEL command reference.  
 
  A continuation of the previous tutorial. This video introduces some new concepts like user interfaces and conditional statements. The user will be shown how to make a window with buttons and how to make those buttons actually do things. At the end of this video the user should be ready to start exploring MEL further on their own.  
 
  Pickwalking is a function that can really help an animator's workflow. This tutorial demonstrates the technique of 'shape parenting' to connect control objects to your creatures that can be 'pickwalked'.