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Maya & Unreal Advanced Skeleton Rigging by [REQUIRES UPDATE]
Learn to rig custom characters, Unreal Mannequins, and MetaHumans for game engines using Advanced Skeleton in Maya.
This course teaches you how to build production-ready character rigs for Unreal Engine and Unity using Advanced Skeleton for Autodesk Maya. You’ll go from a blank mesh to a fully functional rig, covering everything from the Unreal Mannequin to MetaHumans and custom assets. It’s a practical, hands-on look at the tools and workflows used in professional game studios.
🎯 What you’ll learn
Rig custom meshes and Unreal Mannequins with Advanced Skeleton.
Set up facial rigging and auto-controls like breathing and blinking.
Constrain props to characters with offset controllers.
Export and import animations between Maya and Unreal Engine.
Use the Walk Designer, Mocap Library, and Name Matcher tools.
✅ Requirements
Skills: Basic understanding of Maya’s interface and 3D space.
This isn’t just a button-pushing tutorial. It’s a deep look at the Advanced Skeleton plugin and how it fits into a real game production pipeline. You’ll start by prepping your mesh with symmetrize and proxy meshes, then move into building the skeleton with fit mode and custom joint placement.
The course spends serious time on skin weights—restoring them, using a skin cage, and painting weights for clean deformation. You’ll also rig a prop (an umbrella) from scratch, constraining it to both hands with offset controllers. That’s a common, tricky task in game rigging, and you’ll see it solved step-by-step.
Later modules cover the full Unreal workflow: exporting your rig, importing animations, and using the Name Matcher and Walk Designer tools. You’ll also tackle MetaHuman rigging, including the ATOM body animation workflow. It’s all about getting your custom rig to play nice with Unreal’s systems.
🧑🎓 Who this course is for
Game artists and animators who need to rig characters for Unreal or Unity.
Technical artists looking to add Advanced Skeleton to their toolkit.
Anyone who wants to move beyond basic auto-rigging and understand the full process.
🧑🏫 About the Author
This course is taught by an accredited university animation instructor with over 20 years of experience. He has worked on keyframe and motion capture animation for major studios including Naughty Dog, Insomniac Games, Sony Computer Entertainment, Guerrilla Games, Sucker Punch Productions, Google, and Disney.
🏁 Final Result
A fully rigged custom character or Unreal Mannequin, complete with facial controls, auto-animations, and constrained props, ready for animation in Unreal Engine.