Saturday, March 21, 2009

T0478 - Digital Tutors - Animating Next-Gen Characters in Maya

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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 rigging9:09
2.Building a custom shelf3:17
3.Creating MEL buttons to generate control objects10:46
4.Constructing the character's legs11:04
5.Setting up control objects for the legs9:58
6.Finishing the leg controls6:45
7.Building the spine5:45
8.Rigging the spine using the Spline IK tool4:51
9.Establishing the hip and chest control objects12:28
10.Finalizing the spine controls5:57
11.Efficiently controlling the neck and head5:35
12.Finishing the head rig9:30
13.Building the left arm9:58
14.Controlling the left arm9:25
15.Custom attributes for the fingers7:13
16.Rigging the right arm7:42
17.Setting up the forearm twist via the Connection Editor3:19
18.Controlling the shoulder pads7:25
19.Manipulating the back hoses8:20
20.Utilizing Global Scale7:41
21.Adding Character and Sub-Character Sets6:45
22.Binding the character to the skeleton6:47
23.Adding influence to the chest plate and shoulder pads7:10
24.Painting weights on the hip6:41
25.Fixing the deformations of the fingers10:35
26.Adding falloff to the right arm's hose10:38
27.Modifying the weights of the back hoses8:12
28.Choosing a suitable rotation order for control objects4:44
29.Starting the run animation / posing the contact position of the run8:49
30.Animating the peak position of the run10:11
31.Cycling the run / fine-tuning the flow of the lower body13:01
32.Finalizing the legs11:40
33.Shifting the hips in the Z axis6:42
34.Keeping the upper body balanced throughout the run5:24
35.Adding follow-through to the upper body and head in the X axis7:51
36.Animating the twisting of the upper body and head during the run6:11
37.Wrapping up the upper body5:13
38.Starting on the arms10:32
39.Finishing the arms9:42
40.Animating the shoulder pads8:37
41.Adding follow-through to the back hoses, finishing the run cycle8:27
42.Upper body recoil for the point animation4:02
43.Enhancing the planted foot during the point animation3:05
44.Creating arm jiggle to show the weight of the weapon4:43
45.Creating animation clips to quickly retrieve animation data12:28
46.Other animation examples8:35
47.Bonus: Animating transitions4:42
48.Bonus: Removing attributes from Character Sets2:05

Total Run Time:


6:09:40

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