Hello, my name is Steven Steinbach. In these lessons, we're going to explore the basic Rigging tools for Maya 2022. We'll start off with looking at parent-child relationships with Constraints. We'll move on to creating bones, creating FKIK controls, moving on to Set Driven Key, and we'll finally end up creating a simple Control Rig for this character. So to begin, let's go to File, New. Workspace, General and Reset Current Workspace. Okay, so I'm just gonna create some geometry here, just a couple of cubes here and going to just move this back here. And we'll do a simple array. And to do that, Control + D, to duplicate and to repeat the pattern, Shift + D. I think that'll be enough. And let's do a few more here. Control + D and Shift + D. Okay, Constraints and parent-child relationships are the foundation for Rigging. Let's look at a simple parent-child relationship. So I'll select this box and I'll select this one, hit P, for parent. And you can see what happened here, is this one is a child. So this cube here is a child of this one here. So if I move this one around here, the child moves. If I go around the orbital point, it goes around the center of the parent. The child is independent here, but the child inherits the properties of the parent. So if I was to scale this up, they're both gonna scale. And if I move them, they're both gonna move. Okay? And if I was to Unparent, you can do that here. So they're no longer parented here. So if I select this one and hold the Shift key and another one and hit P, for parent. Now, both of these are children, they're both independent. And if you look right here, these are parented. And you can make a parent-child relationship here. If I hold the middle mouse button and drag up, now we have a hierarchy where this is the parent and then this is the child of this one and this is the child. Okay, so let's look at a few other Constraints here and let's select this one, this one and this one. And in the Rigging, let's go to Constrain and go to Parent. All right. What that means now, is that if I move this around, this goes halfway in between these two. So it's almost like a parent constraint. So since I selected both of these, the target is in between these two, in weights. And you can see that here. If you look in the Channel Box here and if I did this, PQ to 0, now, this one, it's 100%. So it does exactly the same. And here, nothing happens. Okay, so this inherits movement and rotation, okay? And the difference is this is actually a Constraint. So I can actually switch over. So if I went to here to 0, then now, it's on this one here, as well. Move this over a bit. Okay, the next one is a Point Constraint. So I'll select this one, holding Shift key, this one. And let's go the Constrain and go to Point Constraint. Now, what does that do? So that actually goes halfway in between. And again, with these two targets here, I can put one to 0. And now, it's always on this one. And let me go back here, so you can see this. And let's do 0.25. So you can see it's closer to this one. And here, 0.75. Okay. And you can see here that it's in between these two here, though if you rotate, nothing happens. Okay, so that's a Point Constraint. And then, the next one is a Orient Constraint. So if I select these two, then the target, Constraint, Orient. Now, you can see that if I move this, nothing happens. And if I rotate, it's halfway in between these two. But again, if you look here at the target, if I put this as 0, what'll happen is, if I move this, nothing happens. And here, it rotates around its own origin. A little bit different than this. So this actually rotates around the parent origin. This one rotates around the child origin. And finally, we'll look at one more. If I select this one here, select this and go to Constrain and go to Aim Constraint. So nothing happens when I rotate, but when I move, up and down, it points. And this is great for a character rig, for eye controls, for looking at something. In the next lesson, we'll look at creating bones in Maya 2022. Thanks for watching.