Learn a production workflow to rigging and enveloping, create custom tools, and time-saving methods for creating game-ready characters rigs. Contains over 6 hours of project-based training for artists learning character rigging for next-generation games.Popular highlights include:
- Rigging Techniques for Games
- Scripting Custom Tools
- Groups and Transform Groups
- Mirroring Rigs
- Mirroring Weights
- Models
- Exporting Weights
- Automating Follow-through
- Creating Custom Spine Rigs
- Character Key Sets
- Intuitive Forearm Rigs
- Custom Toolbars
- Building Animator-friendly Controls
- Animating Pivots
- Enveloping Techniques
- Polygon Cluster Visibility
- Scene Organization
- Working Creatively with Expressions
Lesson Outline:
1. | Preparing the scene for rigging | 11:23 |
2. | Rigging the staff | 12:34 |
3. | Adding a pivot control to the staff | 7:46 |
4. | Creating a button that keys the staff's pivot | 5:53 |
5. | Building the character's left leg bones | 7:13 |
6. | Setting up secondary foot controls | 5:14 |
7. | Adding primary controls for the leg | 7:15 |
8. | Establishing a custom parameter to control the ball roll | 3:37 |
9. | Choosing a good rotation order | 3:19 |
10. | Creating a knee control | 4:46 |
11. | Enhancing the knee control to be animator-friendly | 8:40 |
12. | Adding an envelope deformer to preserve the volume of the buttocks | 5:33 |
13. | Averaging the movement of the buttock deformer | 9:28 |
14. | Mirroring the knee control and the leg and foot chains | 10:20 |
15. | Mirroring the leg and foot controls and reapplying expressions | 7:34 |
16. | Building a custom spine | 8:50 |
17. | Setting up controls for the spine | 9:43 |
18. | Building the back and center of gravity controls | 9:26 |
19. | Creating objects to control the twisting of the spine | 5:37 |
20. | Using expressions to create twist distribution in the spine | 9:06 |
21. | Rigging the neck and head | 8:29 |
22. | Rigging the hair | 9:13 |
23. | Looking at an automated follow-through solution for the hair | 7:07 |
24. | Building the shoulder and arm chains | 6:30 |
25. | Creating a shoulder control | 5:43 |
26. | Constructing the fingers and constraining the left hand | 12:05 |
27. | Setting up the arm control | 4:31 |
28. | Using custom parameters to drive the fingers | 6:43 |
29. | Working on the elbow control | 5:47 |
30. | Finishing the elbow control | 2:46 |
31. | Discussing various ways to rig the forearm twist | 10:08 |
32. | Parent-switching the arm | 10:05 |
33. | Mirroring the hand and elbow controls | 7:00 |
34. | Mirroring the shoulder controls | 9:23 |
35. | Retargeting the right hand's fingers to be driven by the correct parameter | 7:26 |
36. | Creating a Global Control and double-checking the control rig | 9:34 |
37. | Utilizing Character Key Sets | 8:06 |
38. | Writing a script to connect nulls on all bones | 9:21 |
39. | Organizing the Envelope Nulls and enveloping the character | 8:26 |
40. | Blocking the weights on the left leg and hip | 7:43 |
41. | Adding influence to the left buttocks and blocking in the upper body | 4:02 |
42. | Blocking in the chest's weight and using Polygon Cluster Visibility | 8:37 |
43. | Blocking in the neck and head weights | 3:26 |
44. | Blocking in the hair's weight | 3:54 |
45. | Fixing the deformations of the left shoulder and arm | 5:25 |
46. | Wrapping up the blocking pass | 6:41 |
47. | Mirroring the blocked weights | 10:58 |
48. | Smoothing the deformations of the left leg | 9:53 |
49. | Fine-tuning the abdomen deformations | 6:48 |
50. | Fine-tuning the chest deformations | 4:18 |
51. | Tweaking the neck and head deformations | 4:50 |
52. | Smoothing the hair's weights | 2:45 |
53. | Fixing the left shoulder and arm deformations | 8:25 |
54. | Tweaking the left elbow, forearm and wrist | 4:59 |
55. | Double-checking the character deformations | 7:19 |
56. | Mirroring smoothed weights | 5:29 |
Total Run Time: | 6:47:37 |
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