Digital-tutors : Introduction to Rigging in 3ds Max
English | Video: svq3, yuvj420p, 788x648, 960 kb/s | Audio: mp3, 22050 Hz, s16 | 998Mb
Genre: eLearning
Learn essentials of rigging and establish a solid foundation. Learn flexible rigging methods, several rigging and character setup tools, and the essentials of building animator-friendly controls with 3ds Max. Contains over 3 hours of project-based training.
Popular highlights include:
Reference Coordinate System
Choosing an Axis Order for Control Objects
Custom Toolbars
Customizing Quad Menus
Layers
Expressions
Wired Parameters
Forward Kinematics vs. Inverse Kinematics
List Controllers
Position Constraint
LookAt Constraint
Orientation Constraint
Link Constraint
Control Objects
Control Object Reservoir
Bone Tools
Mirroring Bones
Scaling Bones
The IK Solvers of Max
Creating an FK Spline Rig
IK FK Snapping
Skin Modifier
Morpher Modifier
Skin Morph Modifier
Skin Wrap Modifier
Rigging Techniques
Custom Parameters
Smooth and Rigid Skinning
Painting Weights
Weight Tool and Weight Table
Mirroring Envelopes
Exporting Envelopes
Angle Deformers
Quick and Easy Muscles with Bones
Selection Sets
Lesson Outline:
1. Introduction
2. Establishing naming conventions
3. Linking objects to create parent/child hierarchies
4. Creating bones in Max
5. Editing bones in Max
6. Working with a bone's fin adjustment tools
7. Utilizing the HI IK and Limb IK Solver
8. Rigging with the Spline IK Solver and creating IK Solvers
9. Building bones for the leg and connecting an IK Solver
10. Setting up control objects in the leg rig
11. Working with Max's Position and Orientation Constraint
12. Utilizing the LookAt Constraint
13. Rigging with the Link Constraint to avoid bone skewing
14. Rigging with Groups
15. Customizing Max's user interface
16. Wiring Parameters to control parameter values
17. Working with Expressions
18. Choosing a suitable Axis Order for control objects
19. Using Layers to organize your scene
20. Deforming a mesh with bones via the Skin modifier
21. Fine-tuning envelope deformations with the Weight Table
22. Editing envelopes with the Paint Weights Tool
23. Mirroring weights to save time
24. Exporting and importing envelope data
25. Using Max's Bulge Angle Deformer to correct deformations
26. Exploring the Skin Morph modifier
27. Rigging for lip-sync animation with the Morpher modifier
28. Controlling mesh deformations with the Skin Wrap modifier
Online Bonus Content:
1. Working with Selection Sets
2. Creating quick and easy muscles with bones
3. Attaching the muscle to the character
4. Setting up the bones for the FK Spline rig
5. Adding controls to the spline rig
6. Controlling the twisting of the FK Spline rig
7. Finalizing the twist distribution of the FK Spline rig
ScreenShot
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