Quick Start to Rigging in MODO: Volume 2
Pluralsight
Course Summary
Welcome to Volume 2 of the Quick Start to Rigging in MODO, a series of specially constructed tutorials meant to be followed in sequence and interspersed with valuable exercises to reinforce learned concepts. Software required: MODO 801.
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Course Description
Welcome to Volume 2 of the Quick Start to Rigging in MODO, a series of specially constructed tutorials meant to be followed in sequence and interspersed with valuable exercises to reinforce learned concepts. In this volume, we'll build on the concepts covered in Volume 1. We'll start by learning how to work with MODO's Spline Deformer to produce flexible deformations. We'll then learn how to skin geometry to a skeleton, and to conclude the training, we'll learn how to paint weights in order to improve the quality of our skin deformations. These tutorials are designed to be taken in sequence so we really encourage you to start with Volume 1 before continuing with this section. We also encourage you to take advantage of the assignments that follow each volume. These assignments will allow you to take what you've learned and apply those tools and techniques to your own projects. Software required: MODO 801.
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Course Syllabus
Introduction and Project Overview- 1m 0s
—Introduction and Project Overview 1m 0sQuick Start to Rigging in MODO: Volume 2- 58m 29s
—Cleaning up the Transforms of a Model That Is Meant to Deform 3m 13s
—The Spline Deformer 7m 29s
—Using a Custom Spline for the Spline Deformer 5m 54s
—Connecting Our Spline System to the Turret's Rig 4m 23s
—Setting up Joints to Deform the Wire 6m 13s
—Finishing the Wire's Joint System 4m 50s
—Binding the Wire to Our Joint Chain 6m 59s
—Adjusting Skin Weights in MODO 6m 7s
—Setting up the Wire's Animation Controls 10m 5s
—Cleaning up Our Rig 1m 22s
—Volume 2 Assignment 1m 49s