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Indie Game Development Pipeline Volume 7: Boss Character Rigging and Animation

Course Summary

In this volume of the Indie Game Development Pipeline, we'll learn about the process used to create animated assets for Unity with the help of Maya LT, a version of Maya specifically geared toward artists that would like to build their own games. Software required: Autodesk Maya LT 2015.


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    Course Syllabus

    Introduction and Project Overview
    - 0m 57s

    —Introduction and Project Overview 0m 57s
    Indie Game Development Pipeline Volume 7: Boss Character Rigging and Animation
    - 5h 53m

    —Setting up the Scene and Adding Leg Joints 7m 49s
    —Quickly Modifying the Orientation of Joints in Maya 7m 53s
    —Finishing Our Initial Joint Chain and Mirroring It to the Opposite Leg 7m 55s
    —Creating Joints for the Root and Upper Body 7m 10s
    —Creating a Jaw Bone 3m 8s
    —Setting up Joints for the Boss's Eye and Eyelids 7m 44s
    —Adding Joints for the Eyebrows 4m 43s
    —Creating Joints for the Trees on Top of the Character's Head 3m 47s
    —Segmenting Joint Chains in Maya 4m 36s
    —Starting on the Character's Arm Chain 6m 36s
    —Adding Finger Bones 7m 48s
    —Cleaning up Our Finger Bones 3m 53s
    —Checking the Arm Chain's Orientation and Using MEL to Reorient Joints 7m 27s
    —Finalizing the Orientation of Our Finger Joints and Mirroring Our Arm Chain 6m 58s
    —Skinning the Boss's Eye and Eyelids 5m 7s
    —Skinning the Eyebrows 1m 31s
    —Skinning the Trees on Top of the Boss's Head 1m 46s
    —Binding the Character's Body 5m 9s
    —Painting Weights 7m 54s
    —Mirroring Weights 2m 58s
    —Using MEL to Search for Skin Clusters and Skin Joints 6m 32s
    —Maintaining Volume in the Forearms 3m 19s
    —Mirroring Our Twist Joints 2m 18s
    —Completing Our Forearm Twist Rig 6m 23s
    —Adding Influence Objects to a Bound Mesh 7m 55s
    —Creating a Global Control 6m 10s
    —Creating Leg Controls 7m 7s
    —Adding Inverse Kinematics to the Legs 4m 35s
    —Finishing Our Foot Controls 5m 58s
    —Controlling the Knees 7m 34s
    —Setting up a Center-of-gravity Control 4m 37s
    —Controlling the Jaw 2m 57s
    —Controlling the Eyelids 7m 24s
    —Removing Offset Values on Constrained Objects 2m 44s
    —Creating Brow Controls 4m 1s
    —Finishing Our Brow Controls 5m 28s
    —Controlling the Trees on Top of the Boss's Head 7m 7s
    —Setting up Controls for the Arms 6m 43s
    —Adding Elbow Controls 3m 56s
    —Starting on the Boss's Finger Controls 6m 34s
    —Completing the Layout of Our Finger Controls 7m 51s
    —Finishing the Fingers 2m 13s
    —Double-checking Our Rig and Creating Selection Sets with MEL 7m 56s
    —Setting up Our Scene for Animation 5m 52s
    —Blocking in the Boss's Intro Sequence 7m 5s
    —Roughing in the Boss's Reaction to the Player 7m 57s
    —Blocking in the Boss as He Loosens up His Rigid Form 7m 50s
    —Animating the Boss's Roar 7m 4s
    —Finishing the Extremes for the Boss's Roar 7m 57s
    —Finalizing Our Initial Blocking Pass 6m 39s
    —Second Round of Blocking 6m 41s
    —Re-timing the Boss's Performance 7m 17s
    —Finalizing Our Timing Adjustments of the Boss's Opening Animation 6m 0s
    —Our First Polishing Pass 7m 58s
    —A Second Polishing Pass 7m 58s
    —Eliminating Rigid Movements and Fine-tuning Arcs 8m 4s
    —Finalizing the Animation 8m 24s
    —Animating with Efficiency in Mind 1m 50s
    —Pushing Appeal and Exporting Our Animations 8m 47s


Course Fee:
USD 29

Course Type:

Self-Study

Course Status:

Active

Workload:

1 - 4 hours / week

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

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