Saturday, March 7, 2009

T0427 - Digital Tutors Cartoon Character Rigging in Maya


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Learn a production workflow to creating advanced character rigs with an emphasis on toon, squash and stretch rigging techniques, and the principles of building solution-based rigs. Contains over 7 hours of project-based training for animators and setup artists learning the processes of creating stylized toon rigs with animator-friendly controls. Perfect for experienced artists.Popular highlights include:

  • Creating Squash and Stretch Spine

  • Creating Stretchy Legs with On/Off Feature

  • Globally Scaling a Squash and Stretch Rig

  • Animator-Friendly Facial Setup

  • Parent Scripts for Clean Controls

  • Animatable Squash/Stretch GUI

  • Multi-parent Control Objects

  • Elbow and Knee Preservation Techniques

  • Pinning Accessories to Bound Characters

  • Object Pivot Manipulation

  • Working with Expressions

  • User-Friendly and Efficient Body Controls

  • Rotation Order

  • Gimbal Lock Prevention Assistant

  • Enhanced Foot Bank Setup

  • Enhanced Shoulder Concept

  • Improved Finger Setup for Added Control


Online Bonus ContentBonus Training Content includes the instruction on creating and binding the character's skeleton. We recommend watching it before the actual training, as it will provide you with a base project to build upon, and give you a clear understanding on how to create your own character skeletons and paint weights. Highlights from the Bonus Content include:

  • Skeletal creation techniques

  • Disconnect Joint tool

  • Modifying joint orientation

  • Binding and weight painting techniques

  • Influence objects

  • Corrective shapes

  • Mirroring joints

  • Scene organization

  • Character Sets

  • Mirroring weights

  • Move Skinned Joints Tool


* Once purchased, access free bonus content for this product by logging into your store account.

Lesson Outline:












































































































































































































































































1.Introduction and project overview2:23
2.Discussing the scene8:24
3.Using the MEL window to easily access controls11:21
4.Finishing the setup of the custom window6:07
5.Starting the construction of the rig - rigging the feet9:00
6.Setting up the Reverse Lock feature7:15
7.Using a unique concept for a foot control9:59
8.Finishing the setup of the foot control10:40
9.Connecting the custom attributes for the feet10:14
10.Creating an improved Foot Bank rig9:55
11.Adding a stretchy feature to the legs12:12
12.Continuing the stretchy limb setup8:20
13.Finishing the legs11:52
14.Starting on the spine9:53
15.Using an advanced twist setup for the upper body9:43
16.Utlizing a concept for natural spine performance7:12
17.Creating an extendible spine12:28
18.Adding volume as the spine squashes and stretches10:12
19.Connecting the Volume Interface Controls to influence the spine10:41
20.Completing the Volume User Interface6:03
21.Utilizing a concept for Multi-Parent control objects7:54
22.The head control10:37
23.Rigging the eyes7:49
24.Wrapping up the control for the eyes9:13
25.Setting up the hat9:49
26.Starting on the arms9:04
27.Creating the arm controls11:49
28.Basic connections of the left arm5:29
29.Basic connections of the right arm6:20
30.Adding a stretchy arm feature14:11
31.The Arm Follow Switch7:32
32.Rigging the fingers for a wide range of control11:26
33.Finishing the fingers5:24
34.Establishing good rotation orders for control objects6:03
35.Modeling blend shapes8:44
36.Seamlessly mirroring blend shapes12:24
37.Efficient, user-friendly control for blend shapes10:04
38.Finishing the setup of the facial control6:25
39.Pinning the loose assets to a bound mesh8:06
40.Continuing the pinning process of assets on the Watchman's shirt9:26
41.Completing the pinning process for the shirt5:58
42.Pinning for the lower body and preparing the setup of the flashlight and keys13:31
43.Creating a control for the flashlight and setting up its attachment to the Watchman12:12
44.Controlling and animating the control of an object's pivot7:48
45.Finishing the flashlight3:35
46.Beginning our work on the keys9:44
47.Adding custom attributes to manipulate the keys8:27
48.Continuing the connections between keys and the custom attributes that control them12:12
49.Wrapping up the keys and creating character sets9:10
50.Creating a MEL window to quickly switch between each character set14:09
51.Finalizing the rig of the Watchman10:18
52.Conclusion1:43

Total Run Time:


7:50:30

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