Indie Game Development Pipeline Volume 6: Hero Character Rigging and Animation
Pluralsight
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 towards artists that would like to build their own games.
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Course Description
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 towards artists that would like to build their own games. In this series, we'll focus on the rigging and animation process of the hero character. We'll learn how to approach building skeletons and control systems. We'll also cover skinning techniques for polished deformations. Once the rig is finished, we'll then jump into animation and learn how to create appealing performances with time-saving techniques that really work. By the end of this training, you'll have the understanding you need to rigging and animate your own hero models.
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Course Syllabus
Introduction and Project Overview- 0m 55s
—Introduction and Project Overview 0m 55sIndie Game Development Pipeline Volume 6: Hero Character Rigging and Animation- 3h 29m
—Setting up the Scene and Adding Leg Joints 6m 41s
—Quickly Modifying a Joint's Orientation 6m 43s
—Finishing Our Leg Chain and Mirroring It to the Opposite Leg 7m 34s
—Organizing Our Scene and Creating Joints for the Root and Center-of-gravity 7m 23s
—Working with the Insert Joint Tool 5m 55s
—Creating a Pelvis Bone 2m 7s
—Setting up Joints for the Helmet and Visor 2m 42s
—Starting on the Character's Arm Chain 5m 35s
—Using MEL to Reorient Joints 7m 47s
—Adding Finger Bones 4m 24s
—Creating a Joint Chain for the Thumb and Mirroring the Arm Chain 6m 12s
—Skinning the Helmet 3m 58s
—Skinning the Belt 3m 3s
—Skinning the Hero's Boots 7m 45s
—Mirroring Weights on Separate Pieces of Geometry 3m 24s
—Binding the Character's Tunic 2m 27s
—Binding the Gloves 6m 51s
—Creating a Global Control 5m 30s
—Designing Leg Controls 6m 17s
—Adding Inverse Kinematics to the Legs 4m 57s
—Setting up a Foot Roll System 5m 49s
—Constraining the Feet to Our Intermediate Controllers 3m 36s
—Creating Secondary Foot Controls 6m 2s
—Finishing Our Foot Controls 7m 35s
—Controlling the Torso 5m 46s
—Setting up a Control for the Character's Center-of-gravity 2m 33s
—Completing the Setup Process of the Hero's Upper Body 3m 42s
—Creating Controls for the Neck, Helmet, and Visor 7m 49s
—Setting up Controls for the Arms 7m 11s
—Starting on the Hero's Finger Controls 5m 54s
—Mirroring and Cleaning up Our Finger Controls 7m 27s
—Finishing the Setup Process of Our Finger Controls 6m 14s
—Double-checking Our Rig and Exploring Other Helpful MEL Tools 8m 47s
—Setting up Our Scene for Animation 7m 53s
—Reversing and Baking a Cycled Animation 7m 41s
—More Techniques Used on Ghost Knight's Death Sequence and the Exporting Process 7m 56s