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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