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This trainning aims to make a transformation in the level of knowledge of the student so he can have advanced knowledge about how 3D rigging systems work.


This course has achieved in a short time students from 31 countries:

USA / Germany / Austria / Belguim / Brazil / Canada / Chile / China / Egypt / Slovakia /

South Korea / Spain / France / Guatemala / Netherlands / India / Indonesia / England /

Italy / Japan / Norway / Romania / Russia / Serbia / Sweden / Taiwan / Turkey / Uruguay / Mexico / Venezuela / United Arab Emirates


You can also use the knowledge learned to rig your own characters for pose or animation.


It is an extremely efficient course that goes from the conceptual to the practical in an objective way.


The course has 100% student approval. The training also had the positive sharing of leading professionals from the international industry.

In this course you will learn how to: prepare a model so that it can be rigged correctly, find angles between vectors, manipulate transformation arrays, reference values, ik / fk blending systems parameterized for arms and legs, stretch and squash through coding, elbow, hand and knee pinnings, parametrized automatic clavicle, twisting system for spine and wrists, add Custom Attributes via maxscript, bend arm and bend leg with secondary controls, radians and degrees, Foot Roll parameterized via maxscript, 2-axes Foot, automate tasks with Loop For, automatic systems for fingers, correct position of bones, corrective blendshapes using mathematics (linear equations), Float Reaction, skinning techniques for complex meshes, 3 different techniques for corrective blendshapes, head stretch and squash, muzzle rigging, scalable eyes, automatic eyelids, pupil control, zygomatic simulation and depressor, selection user interface, and more!

If you are interested in this course, read the content of each module below and request your access on


More than 11 hours of training.

61 videos.

Course chapters and lessons:


Part 1 – Introduction


.Books and resources

.Rigging references


Part 2 – Pre Rigging


.Helpers and Controls Types

.Preparing the model


Part 3 – Spine


.Spine considerations

.Systems planning

.Developing the Spine systems - Part 1: Vectors and Arrays

. Developing the Spine systems - Part 2: Reference Values

.Developing the Spine systems - Part 3: FK System and Controllers Access

.Developing the Spine systems - Part 4: Twisting System

.Developing the Spine systems - Part 5: Stretch and Squash via expressions with power


Part 4 – Arms


.Arms considerations

.Systems planning

.Developing the Arms systems - Part 1: Base and Finding the angle between two vectos

.Developing the Arms systems - Part 2: FK Chain and Handles for Bend Arm

.Developing the Arms systems - Part 3: Pinnings and Swivel System

.Developing the Arms systems - Part 4: Stretch and Squash via expressions with power

.Developing the Arms systems - Part 5: Twist of the wrist

.Developing the Arms systems - Part 6: Automatic Clavicle

.Developing the Arms systems - Part 7: Parametrizing IK FK Blending System and Autoclavicle System

.Developing the Arms systems - Part 8: Custom Attributes via maxscript

.Developing the Arms systems - Part 9: Bend arm and Secondary Controls


Part 5 – Legs


.Legs considerations

.Systems planning

.Developing the Legs Systems - Part 1: Base

.Developing the Legs Systems - Part 2: FK Chain and Handles for Bend Legs

.Developing the Legs Systems - Part 3: Pinnings and Swivel System

.Developing the Legs Systems - Part 4: Stretch and Squash via expressions with power and Foot Base

.Developing the Legs Systems - Part 5: Completing the Swivel System and Parametrizing IK FK Blending System

.Developing the Legs Systems - Part 6: Bend leg and Secondary Controls


Part 6 – Feet


.Systems planning

.Developing the Feet Systems - Part 1: Base, controls and movements

. Developing the Feet Systems - Part 2: Radians and Degrees

. Developing the Feet Systems - Part 3: Movements with Float Reaction

. Developing the Feet Systems - Part 4: Foot Roll via maxscript, Controls for the IK chain toes, Main feet bones, IK FK Blending System


Part 7 – Hands


.Hands considerations

.Systems planning

.Developing the Hands Systems - Part 1: Position of the bones and controls

.Developing the Hands Systems - Part 2: New Stretch System e Automating tasks with For Loop

.Developing the Hands Systems - Part 3: Completando o Sistema Automático dos dedos


Part 8 – Body Skinning


.Weights Painting Technique - Part 1: Arms and Clavicles

.Weights Painting Technique - Part 2: Hands, Chest, Legs and Feet


Part 9 – Facial and Neck Part 1


.Facial Expressions Study:  FACS, Wheel of emotions and Main expressions with AU analisys

.Blendshapes vs Bones

.Systems planning

.Developing Facial Rigging Systems - Part 1: Base

.Developing Facial Rigging Systems - Part 2: Head Stretch and Squash

.Developing Facial Rigging Systems - Part 3: Jaw, Muzzle, Nose and Mouth

.Developing Facial Rigging Systems - Part 4: Eyebrows, Eyes, Ears and Facial Adjustments


Part 10 – Systems connections


.Connecting the systems for the arms, spine, legs, neck and masters


Part 11 – Facial Skinning


.Skinning technique for complex meshes (Time Lapse + Technical Explanations + Time Lapse)

.Zygomatic and Depressor Muscles (Systems + Time Lapse)


Part 12 – Facial and Neck Part 2


.Joy expression Analisys for Corrective blendshapes

.Corrective Blendshapes – Part 1: Corrective Blendshape Technique 1 – with Linear Equation

.Corrective Blendshapes – Part 2: Corrective Blendshape Technique 2 - Bulge of the Nose bridge

.Corrective Blendshapes – Part 3: Corrective Blendshape Technique 3 - Automuzzle with Float Reaction and Corrective blendshape for the Automuzzle

.Rotating the lips of our character


.Inflate blendshape and Cheek blendshape

.Pupil and Autoeyelids

.Nasalis, Teeths and Tongue


Part 13 – Selection User Interface


.Developing the UI with maxscript


Instructor: João Victor

João Victor has 20 years of experience in computer graphics and 3D focusing on Rigging and Moldeling, Tools Development and Character Development. He has worked on Feature films, television and advertising projects for studios and companies including:


Pixar Animation Studios, Skydance Animation, Paramount Pictures, Mindbender, Milford Animation, Hydralab, Koi Factory, Platinum FMD, 3D Artist Magazine, 3D World Magazine, Seagulls Fly Studio, Snowball VFX, MMJ Studio, Zombie Studio, ArtefatoZ, Estúdio Consequência de Animação, TV Globo and others.


He currently works as a Character Modeler and Rigger at Pixar Animation Studios.


Material avaiable for the students:

1) Woodcutter mesh.

2) Woodcutter 100% rigged.

3) User interface script.

4) Mirror morpher targets script to save time.

5) All maps and shading of the Woodcutter.



Training cost: USD 89

Request your download on

The JVF Studio team is available for any questions, by email (!


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