Glossary
Glossary - Definitions and explanations of commonly used rigging terminology.
Overview
Introduction - Overview video discusses the rigging training series, what to expect and how to benefit most from it.
Basics
Preferences - Describe the preferences that are changed from default to make it easier for people to follow.
User Interface Overview - Show the "setup" tab and point out the panels and UI elements and what they are for.
Components vs. Items (modes) - Breakdown the different between items and their components and how they affect rigging.
Centers vs. Pivots - Breakdown the differences between pivots and centers for clarity.
Transform Items - Discuss what transform items are and how they are unique and can be used.
Action Centers - How using action centers for moving an item affects its transformation channels.
Channels - Explanation of what 'Channels' are, their different types and the how and why of user channels.
Alignment and 'Set' Tools - Look at all the alignment tools how to use them in real world rigging tasks.
Intermediate
Keyframes and Dope Sheet - How to create key frames, what they are and how to use the dope sheet to modify them.
Graph Editor - How to use the graph editor, all its functions.. as it applies to both animation and rigging.
Parenting and Hierarchies - Talk about parenting, hierarchies, dynamic parenting and how they all play together with transforms.
Referencing - Check the state of referencing in modo and if it can apply to rigging or not.
Duplicating and Instances - Talk about duplicating, mirroring, instancing items / hierarchies.
Locator Options - Look at how you can use locators shapes, colors and other options for rigging.
Groups - Describe what groups are and how can they be used for rigging.
Curves - How to use curves for rigging, the curve types and issues we have to deal with in a real rig.
Advanced
Deformers - Breakdown the current state of deformers and how to use the 3 we have been given (WM, Morph and MDD)
Schematic View - Show to use the schematic view and the channel links panel and all the UI involved in making them work.
Inverse Kinematics - Talk all about IK, how to use it and what to watch out for.
Constraints - Go through each constraint and show how they are used.
Constraints in Action - Demonstrations of using constraints in a rigging sense.
Modifiers - An in-depth view of each modifier, how to use it as well as some general modifier usage knowledge.
Modifiers in Action - A couple of real world examples of putting together a series of modifiers to achieve a specific result.
Assemblies and Rigging UI - Talk about how to use locators, user channels and assembly tab commands to make rigging UI's.
Assembly Groups - In depth look at how to setup and use assembly groups.
Mine Scene Tutorial
Overview - Explanation of the parameters of the Mining Scene and explanation of the tutorials section.
Train Overview - Discussion of requirements necessary for the Train Engine and Hopper Car tutorials.
Train Engine Tutorial Part 1 - Organizing and planning out of the Train Engine rig using Rig Sketch and prototypes.
Train Engine Tutorial Part 2 - Building and applying the Rig, including adding user channels, modifiers and rig controllers.
Hopper Car Tutorial - Hopper car wheels are rigged for suspension and sway and doors controllers are added as well.
Train Assembly - Rigging of the couplers and final assembly of the Engine and Hopper into the mine scene.
Crane Overview - Discussion of requirements necessary for the Crane and its network of cables.
Crane Tutorial Part 1 - Organizations and planning out the boom arm rigging.
Crane Tutorial Part 2 - Rigging of the boom are and cables, controllers added and parenting of the geometry.
Crane Tutorial Part 3 - Rigging of the bucket mechanism and pulley wheel controllers. Rig UI planning and execution.
Crane Assembly - Final Assembly of the Crane into the completed mining scene.
Chapter Index
Chapter Index - A listing of all chapter markers in all training videos.
Rigging Master Course Credits
Co-created by Rich Hurrey of Pixar and James Darknell of Luxology
Training Series Instruction, Content and Models Developed and Produced by Rich Hurrey
Interactive Guide Design and Coding, Series Video Editing and Production by James Darknell
Special thanks to-
Jason Linhart for the Chapter Linking Script, Clyde Duensing, Henning Sanden and McKay Hawkes for their invaluable feedback, Greg Leuenberger for the awesome final animation, Steve Devaney for moving massive amounts of data and the rest of the Luxology staff for your invaluable input. A special big thanks to Brad Peebler for allowing us to create this monster of a training series in the first place, your idea was the spark that started it all, thank you.

