Archer Rig
1. Created the joints for the mesh and renamed it as shown in the lecture (To allow easy retargeting for UE). I created an extra arrow joint to help with the weight paint of the arrow props:
2. Created FK controls for the joints (except arrows) and parent constrained them after match transforming to locally position them in the correct orientation and place. My controls are nestled in a pad group and an offset group that are used to create a cleaner control rig. For example, the pad group holds the translation and rotation values from the match transforms (which can be zeroed out to go to the world position origin easily if anything goes wrong). The offset group is currently a clean null group that I can add set-driven keys to so that the actual NURBS curves won't have double transforms when I create set-driven keys for them:
3. Created a layer for the geometries and joints for easy access during grading; they are in reference mode when the file is opened. Final deformation test:
Extras:
1. IKFK switch:
I created an IKFK switch for the arms and legs. Usually, I would make sure the hands and feet were in world position, but since we aren't focusing on IKs this week, I let them remain in their local orientation, and later, I could add a world-local switch attribute. I'm also not fond of how the IKFK control rotates with the arms, so next time I'll limit the transforms or use a point constraint instead.
2. Stretch attribute:
The IK controls for the limbs have a stretch attribute created using matrix math nodes. They actually changed some of the math nodes in the Maya 2026 updates. For example, "addDoubleLinear" is now "addDL."
In my rig file, there is a hidden group called "deformation_grp" that holds the joints and systems. It keeps the IK and stretchy systems, making it easier to export the skeleton mesh to Unreal Engine in a later process and to better organize the rig overall.
Perforce: