Introduction to Character Rigging in 3ds Max

Introduction to Character Rigging in 3ds Max

Digital Tutors

Год выпуска: 2010

Страна: США

Язык: английский

Продолжительность: 5:02 ч

Файлы примеров: есть

This course will provide you with a good foundation for rigging characters in 3ds Max. In this course, we’ll be taking a step-by-step approach, constructing a control rig that is solid and animator-friendly. We’ll learn everything from proper bone placement to learning how to utilize 3ds Max’s intuitive and robust enveloping tools to remove the fear of painting weights and, instead, make the process an enjoyable one. We’ll cover how to make our controls efficient and easy to comprehend, and we’ll also learn how to create custom quad menus to quickly access specific tools so we can speed up our workflow.

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01. Introduction and Project Overview

02. Preparing the scene

03. Starting the control rig — Building the leg chains

04. Working with Bone Fins

05. Creating secondary controls for the feet

06. Constraining the foot bones to their auxiliary controls

07. Building the foot controls

08. Establishing Custom Parameters for the extra foot controls

09. Controlling the secondary foot controls with Custom Parameters

10. Locking Controllers

11. Creating knee controls

12. Constructing the spine chain

13. Building upper body controls

14. Controlling the spine with the upper body controls

15. Setting up a center of gravity control

16. Rigging the neck and head

17. Utilizing Custom Parameters to the manipulate the eyelids

18. Controlling the eyelids

19. Building controls for the eyes

20. Finalizing the eye rig

21. Rigging the eyebrows

22. Creating the shoulder and arm bone chains

23. Drawing the finger bones

24. Mirroring the left arm

25. Working on shoulder controls

26. Adding arm controls

27. Setting up the elbow controls

28. Rigging the fingers

29. Finishing the finger rig

30. Building a Global Control

31. Double-checking the control rig

32. Enveloping the Character

33. Refining the deformations of the left leg

34. Finishing the left leg deformations

35. Finishing the deformations of the neck and head

36. Saving and loading Envelope Weights

37. Modfiying the deformations of the index finger

38. Correcting the deformations of the pinky

39. Editing the deformations of the thumb

40. Finalizing the index finger weights

41. Finishing the pinky finger weights

42. Completing the weights of the thumb

43. Fixing the deformations of the wrist

44. Finishing the deformations of the left arm

45. Mirroring Envelope Weights

46. Working with the Morpher Modifier — Completing the Character Rig

Pass: shavkat

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