Advanced Character Rigging in 3ds Max » Developer.Team

Advanced Character Rigging in 3ds Max

Advanced Character Rigging in 3ds Max

Advanced Character Rigging in 3ds Max
English | Team: N/A | .flv | h264, yuv420p, 1280x720, 23.98 fps | aac, 48000 Hz, stereo | 3.9 GB
Genre: eLearning


In this 3ds Max tutorial, we will learn several methods and tools for creating complex rigs that are capable of producing very stylized deformations!

We'll start by creating a modular rig we can insert into our control rigs for flexibility and speed. We'll learn how to create IK FK systems, and learn how to enhance those systems to produce more exaggerated results. We'll also create robust counter-twist systems that do a great job at holding volume.

We've got a ton of great content in-store for you that will increase your knowledge of rigging so that you can create rigs that are robust and flexible.

Advanced Character Rigging in 3ds Max content:

1. Introduction and project overview
2. Customizing 3ds Max and a look at the Flexi-Line
3. Starting on the Flexi-Line
4. Completing the controls for the Flexi-Line
5. Setting up advanced twisting control for the Flexi-Line
6. Finalizing the Flexi-Line twist rig
7. Adding squash and stretch to the Flexi-Line
8. Completing the Flexi-Line's squash and stretch system
9. Cleaning up the Flexi-Line and creating its envelope objects
10. Wrapping up our work on the Flexi-Line
11. Rigging the torso
12. Creating controls for the torso
13. The center-of-gravity control
14. Adding a global control
15. Connecting a Flexi-Line to the torso
16. Improving the back control selection
17. Progress check: The torso
18. Starting on the head rig
19. Dynamically parenting the head to the chest
20. Connecting a Flexi-Line to the neck
21. Finishing the neck Flexi system
22. Progress check: The neck / locking control objects
23. Creating the leg bones
24. Adding ankle bones
25. Building a counter-twist solution for the legs
26. Bones systems for IK / FK legs
27. Switching between IK and FK
28. Rigging the IK legs
29. Animation controls for the IK legs
30. Connecting our IK foot rig to the control object
31. Setting up auxiliary controls to the drive the IK foot rig
32. Banking control for the feet
33. Progress check: The IK legs
34. Creating FK leg controls
35. Connecting the FK leg controls to the FK systems
36. Finishing our work on the FK legs
37. Controlling the visibility of our IK and FK controls
38. Stretchy IK limbs
39. Creating a switch to turn the stretchy systems for the IK legs on and off
40. Connecting the stretchy systems to the primary legs
41. Progress check: the stretchy legs
42. Attaching a Flexi-Line to the left thigh
43. Setting up the twist behavior for the Flexi-Line connected to the left thigh
44. Wrapping up our work on the left thigh Flexi-Line
45. Connecting a Flexi-Line to the left shin
46. Setting up the twist behavior for the Flexi system connected to the left shin
47. Completing the left shin Flexi rig
48. A knee stretch control
49. Progress check: The final leg rig
50. Creating the arm bones
51. Creating finger bones
52. Mirroring the left arm
53. Adding our counter-twist rig to the left shoulder
54. A look at the right shoulder counter-twist rig
55. IK / FK systems for the arms
56. IK controls for the arms
57. Creating FK arm controls
58. Connecting the FK arm controls to the FK systems
59. Locking the wrists to the IK and FK systems
60. Updating the counter-twist rig tied to the left shoulder
61. Updating the right arm counter-twist rig
62. Stretchy FK arms
63. Rigging the IK arms to stretchy
64. Tying the stretchy systems into the primary arms
65. Controlling the clavicles
66. Progress check: the arms
67. Connecting a Flexi-Line to the left shoulder
68. Setting up the twist behavior for the left shoulder Flexi rig
69. Finishing the twist control for the left shoulder Flexi-Line
70. Completing the left shoulder's Flexi rig
71. Attaching a Flexi system to the left forearm
72. Setting up the twist behavior for the left forearm's Flexi rig
73. Finishing the left forearm's Flexi-Line
74. The elbow stretch control
75. Progress check: the final arm rig
76. Adding finger controls
77. Wrapping up our finger controls
78. Creating a squash and stretch head rig
79. Skinning the character to its control rig



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