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
3. Creating leg bones
5. Working with fins and adding a toe bend bone
7. Constraining the foot bones to the Reverse-Lock helpers
9. Establishing secondary foot controls
11. Locking controllers
13. Using custom parameters to drive the toe bend
15. Setting up association curves for the knee controls
17. Connecting helpers to the spine curve
19. Confining the spine bones
21. Establishing hip and chest controls
23. Choosing a suitable axis order
25. Creating a Global Control
27. Completing the head rig
29. Wrapping up the blink controls
31. Finishing our eye rig
33. Building facial controls
35. Constructing the shoulder and arm chains
37. Setting up IK/FK Blending switches
39. Mirroring the shoulders and arms
41. Constraining the arms to the IK/FK Chains
43. Rigging IK arm controls
45. Creating FK arm controls
47. Setting up the wrists
49. Starting on finger controls
51. Finishing the right fingers
53. Completing the left arm twist bones
55. Finishing the right arm's twist rig
57. Enveloping the character
59. Setting the initial weights of the spine
61. Modifying the deformations of the neck and head
63. Finishing the left eyebrow
65. Editing the deformations of the index finger
67. Fixing the weighting of the thumb
69. Wrapping up the weights of the pinky finger
71. Finalizing the weights of the left hand
73. Refining the weights of the elbow and upper arm
75. Concluding the deformations of the left leg
77. Finalizing the deformations of the head and neck and mirroring weights
2. Preparing the scene
4. Completing the leg bones
6. Setting up initial controls for the feet
8. Building the primary foot control
10. Starting on our foot bank rig
12. Setting up custom parameters for the foot bank
14. Adding knee controls
16. Creating the curve that will drive our spine bones
18. Building the bones for the spine
20. Deforming the spine curve
22. Setting up the Center of Gravity control
24. Finishing the spine rig
26. Working on the head rig
28. Creating a control for the blinks
30. Building eye controls
32. Starting on the facial controls
34. Completing the facial controls
36. Creating the left hand bones
38. Building the IK/FK Chains
40. Cleaning up the shoulder and arm bones
42. Blending Between IK/FK modes
44. Utilizing a custom parameter to control the elbow
46. Finishing the FK arms
48. Establishing shoulder controls
50. Finishing the left fingers
52. Building twist bones for the arms
54. Finishing the left arm's twist rig
56. Cleaning up the control rig
58. Blocking in the deformations of the left leg
60. Focusing on the weights of the neck and head / Correcting bone skewing
62. Refining the weights of the left eyebrow
64. Saving envelope weights
66. Correcting the weights of the pinky finger
68. Finishing the deformations of the index finger
70. Completing the thumb's weights
72. Working on the forearm's weights
74. Finishing up the left arm's deformations
76. Finishing the deformations of the upper body
78. Solidifying the neck twist
发布日期: 2010-11-17