Learn a production workflow to game animation and time-saving methods for creating game-ready characters rigs, non-linear animation, and adding appeal. Contains over 6 hours of project-based training for artists learning character animation for next-generation games.Popular highlights include:
- Rigging Techniques for Games
- Scene Organization
- Custom Shelves
- Creating Control Objects with MEL
- Constraints
- Advanced Spline IK Twist control
- Alias Attributes
- Binding Techniques
- Rotation Order
- Follow-through
- Exaggeration
- Arcs
- Timing and Spacing
- Weight
- Cycling Animation
- Animated Transitions
- Character Sets
- Trax Editor
* You may use Maya version 8.0 and up to follow along with the training. X-Ray Joints is the only feature that we discuss that is available in Maya version 2008 and up only. Lesson Outline:
| 1. | Preparing the scene for rigging | 9:09 |
| 2. | Building a custom shelf | 3:17 |
| 3. | Creating MEL buttons to generate control objects | 10:46 |
| 4. | Constructing the character's legs | 11:04 |
| 5. | Setting up control objects for the legs | 9:58 |
| 6. | Finishing the leg controls | 6:45 |
| 7. | Building the spine | 5:45 |
| 8. | Rigging the spine using the Spline IK tool | 4:51 |
| 9. | Establishing the hip and chest control objects | 12:28 |
| 10. | Finalizing the spine controls | 5:57 |
| 11. | Efficiently controlling the neck and head | 5:35 |
| 12. | Finishing the head rig | 9:30 |
| 13. | Building the left arm | 9:58 |
| 14. | Controlling the left arm | 9:25 |
| 15. | Custom attributes for the fingers | 7:13 |
| 16. | Rigging the right arm | 7:42 |
| 17. | Setting up the forearm twist via the Connection Editor | 3:19 |
| 18. | Controlling the shoulder pads | 7:25 |
| 19. | Manipulating the back hoses | 8:20 |
| 20. | Utilizing Global Scale | 7:41 |
| 21. | Adding Character and Sub-Character Sets | 6:45 |
| 22. | Binding the character to the skeleton | 6:47 |
| 23. | Adding influence to the chest plate and shoulder pads | 7:10 |
| 24. | Painting weights on the hip | 6:41 |
| 25. | Fixing the deformations of the fingers | 10:35 |
| 26. | Adding falloff to the right arm's hose | 10:38 |
| 27. | Modifying the weights of the back hoses | 8:12 |
| 28. | Choosing a suitable rotation order for control objects | 4:44 |
| 29. | Starting the run animation / posing the contact position of the run | 8:49 |
| 30. | Animating the peak position of the run | 10:11 |
| 31. | Cycling the run / fine-tuning the flow of the lower body | 13:01 |
| 32. | Finalizing the legs | 11:40 |
| 33. | Shifting the hips in the Z axis | 6:42 |
| 34. | Keeping the upper body balanced throughout the run | 5:24 |
| 35. | Adding follow-through to the upper body and head in the X axis | 7:51 |
| 36. | Animating the twisting of the upper body and head during the run | 6:11 |
| 37. | Wrapping up the upper body | 5:13 |
| 38. | Starting on the arms | 10:32 |
| 39. | Finishing the arms | 9:42 |
| 40. | Animating the shoulder pads | 8:37 |
| 41. | Adding follow-through to the back hoses, finishing the run cycle | 8:27 |
| 42. | Upper body recoil for the point animation | 4:02 |
| 43. | Enhancing the planted foot during the point animation | 3:05 |
| 44. | Creating arm jiggle to show the weight of the weapon | 4:43 |
| 45. | Creating animation clips to quickly retrieve animation data | 12:28 |
| 46. | Other animation examples | 8:35 |
| 47. | Bonus: Animating transitions | 4:42 |
| 48. | Bonus: Removing attributes from Character Sets | 2:05 |
Total Run Time: | 6:09:40 |
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