Introduction to Rigging in 3ds Max 2009
Pluralsight
Course Summary
Learn essentials of rigging and establish a solid foundation. Software required: 3ds Max 2009.
-
+
Course Description
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. Software required: 3ds Max 2009.
-
+
Course Syllabus
Introduction and Project Overview- 1m 25s
—Introduction 1m 25sIntroduction to Rigging in 3ds Max 2009- 3h 59m
—Establishing Naming Conventions 6m 47s
—Linking Objects to Create Parent/child Hierarchies 7m 44s
—Creating Bones in Max 7m 2s
—Editing Bones in Max 9m 32s
—Working with a Bone's Fin Adjustment Tools 10m 22s
—Utilizing the Hi IK and Limb IK Solver 8m 13s
—Rigging with the Spline IK Solver and Creating IK Solvers 9m 19s
—Building Bones for the Leg and Connecting an IK Solver 5m 48s
—Setting up Control Objects in the Leg Rig 7m 12s
—Working with Max's Position and Orientation Constraint 9m 15s
—Utilizing the Lookat Constraint 7m 47s
—Rigging with the Link Constraint to Avoid Bone Skewing 3m 5s
—Rigging with Groups 5m 3s
—Customizing Max's User Interface 5m 15s
—Wiring Parameters to Control Parameter Values 5m 6s
—Working with Expressions 8m 27s
—Choosing a Suitable Axis Order for Control Objects 3m 7s
—Using Layers to Organize Your Scene 9m 47s
—Deforming a Mesh with Bones via the Skin Modifier 7m 55s
—Fine-tuning Envelope Deformations with the Weight Table 7m 59s
—Editing Envelopes with the Paint Weights Tool 7m 46s
—Mirroring Weights to Save Time 4m 33s
—Exporting and Importing Envelope Data 3m 11s
—Using Max's Bulge Angle Deformer to Correct Deformations 5m 9s
—Exploring the Skin Morph Modifier 10m 6s
—Rigging for Lip-sync Animation with the Morpher Modifier 13m 48s
—Controlling Mesh Deformations with the Skin Wrap Modifier 7m 18s
—Bonus: Working with Selection Sets 2m 24s
—Bonus: Creating Quick and Easy Muscles with Bones 8m 14s
—Bonus: Attaching the Muscle to the Character 6m 14s
—Bonus: Setting up the Bones for the FK Spline Rig 8m 57s
—Bonus: Adding Controls to the Spline Rig 4m 25s
—Bonus: Controlling the Twisting of the FK Spline Rig 5m 39s
—Bonus: Finalizing the Twist Distribution of the FK Spline Rig 6m 46s