Digital Tutors - Character Rigging for Production in 3DS Max 2010 English | VP6F 782x646 | MP3 96 Kbps | 3.21 GB Genre: eLearning
In this course, we will cover the tools and techniques for setting up character rigs in 3ds Max.
Step by step, we'll construct a control rig that is robust and animator-friendly. We'll learn everything from proper bone placement and techniques for troubleshooting, to learning fun ways we can preserve volume as our mesh deforms and how to make our controls efficient and easy to comprehend. We'll also learn how to create customized quad menus and toolbars that will help speed up our workflow, so we can focus primarily on building our control rigs with the best practices.
Lesson Outline (78 lessons)
1. Introduction and Project Overview 2. Preparing the scene 3. Creating leg bones 4. Completing the leg bones 5. Working with fins and adding a toe bend bone 6. Setting up initial controls for the feet 7. Constraining the foot bones to the Reverse-Lock helpers 8. Building the primary foot control 9. Establishing secondary foot controls 10. Starting on our foot bank rig 11. Locking controllers 12. Setting up custom parameters for the foot bank 13. Using custom parameters to drive the toe bend 14. Adding knee controls 15. Setting up association curves for the knee controls 16. Creating the curve that will drive our spine bones 17. Connecting helpers to the spine curve 18. Building the bones for the spine 19. Confining the spine bones 20. Deforming the spine curve 21. Establishing hip and chest controls 22. Setting up the Center of Gravity control 23. Choosing a suitable axis order 24. Finishing the spine rig 25. Creating a Global Control 26. Working on the head rig 27. Completing the head rig 28. Creating a control for the blinks 29. Wrapping up the blink controls 30. Building eye controls 31. Finishing our eye rig 32. Starting on the facial controls 33. Building facial controls 34. Completing the facial controls 35. Constructing the shoulder and arm chains 36. Creating the left hand bones 37. Setting up IK/FK Blending switches 38. Building the IK/FK Chains 39. Mirroring the shoulders and arms 40. Cleaning up the shoulder and arm bones 41. Constraining the arms to the IK/FK Chains 42. Blending Between IK/FK modes 43. Rigging IK arm controls 44. Utilizing a custom parameter to control the elbow 45. Creating FK arm controls 46. Finishing the FK arms 47. Setting up the wrists 48. Establishing shoulder controls 49. Starting on finger controls 50. Finishing the left fingers 51. Finishing the right fingers 52. Building twist bones for the arms 53. Completing the left arm twist bones 54. Finishing the left arm's twist rig 55. Finishing the right arm's twist rig 56. Cleaning up the control rig 57. Enveloping the character 58. Blocking in the deformations of the left leg 59. Setting the initial weights of the spine 60. Focusing on the weights of the neck and head / Correcting bone skewing 61. Modifying the deformations of the neck and head 62. Refining the weights of the left eyebrow 63. Finishing the left eyebrow 64. Saving envelope weights 65. Editing the deformations of the index finger 66. Correcting the weights of the pinky finger 67. Fixing the weighting of the thumb 68. Finishing the deformations of the index finger 69. Wrapping up the weights of the pinky finger 70. Completing the thumb's weights 71. Finalizing the weights of the left hand 72. Working on the forearm's weights 73. Refining the weights of the elbow and upper arm 74. Finishing up the left arm's deformations 75. Concluding the deformations of the left leg 76. Finishing the deformations of the upper body 77. Finalizing the deformations of the head and neck and mirroring weights 78. Solidifying the neck twist
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