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Character Rigging in 3ds Max

Course Summary

 Learn how to rig your 3D characters for realistic motion and animation with 3ds Max.   

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    Course Syllabus

    Using the exercise files
    1. Getting Set Up
    Prepping the model for rigging
    Setting up layers
    Naming schemes
    2. Creating Skeletons
    Drawing the leg chain
    Adding bone fins
    Mirroring the leg chains with bone tools
    Positioning the hip bone
    Drawing the spine
    Positioning arm bones
    Creating hand skeletons
    Mirroring arm skeletons
    3. Creating Leg and Foot Controls
    Positioning the foot control splines
    Setting up inverse kinematics (IK) chains
    Rigging the heel and toe controls
    Rigging the main foot control
    Controlling knee direction
    4. Creating Hip and Spine Controls
    Configuring the main control
    Setting up the spine
    Head and neck controls
    Creating shoulder controls
    5. Creating FK/IK Controls
    Creating control skeletons for the arm
    Constraining the control skeletons
    Setting up the forward kinematics (FK) skeleton controls
    Setting up the IK skeleton controls
    Wiring up the FK/IK switch
    Making controls appear and disappear
    6. Rigging Hands
    Setting up the wrist control
    Setting up finger FK controls
    Getting the fingers to curl
    Creating a control pane using attributes
    Controlling finger spread
    Rigging the thumb
    7. Skinning Characters
    Applying the Skin modifier
    Adjusting envelopes
    Fine-tuning vertex weights
    Advanced weighting tools
    Mirroring weights
    8. Face Rigging
    Understanding morph targets
    Setting up a single-axis slider
    Wiring parameters to control blinks
    Setting up multiple-axis controls
    Connecting parameters using Reactor
    Creating a jawbone
    Skinning the head
    Controlling the jawbone
    Controlling eye direction
    Finalizing the face rig
    Next steps


Course Fee:
USD 25

Course Type:


Course Status:



4 - 5 hours / week

This course is listed under Development & Implementations and Digital Media & Games Community

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