Learn to Rig a Complex Quadruped in Maya for Games and Film
Learn to Rig a Complex Quadruped in Maya for Games and Film, available at $49.99, has an average rating of 4.45, with 36 lectures, based on 70 reviews, and has 660 subscribers.
You will learn about Create IK/FK rig systems in Maya Understand rigging Spline IK systems Learn to deal with the unique challenges of rigging a quadruped character or creature This course is ideal for individuals who are All those who want to improve their character rigging skills, and understanding of the challenges that rigging brings It is particularly useful for All those who want to improve their character rigging skills, and understanding of the challenges that rigging brings.
Enroll now: Learn to Rig a Complex Quadruped in Maya for Games and Film
Summary
Title: Learn to Rig a Complex Quadruped in Maya for Games and Film
Price: $49.99
Average Rating: 4.45
Number of Lectures: 36
Number of Published Lectures: 36
Number of Curriculum Items: 36
Number of Published Curriculum Objects: 36
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- Create IK/FK rig systems in Maya
- Understand rigging Spline IK systems
- Learn to deal with the unique challenges of rigging a quadruped character or creature
Who Should Attend
- All those who want to improve their character rigging skills, and understanding of the challenges that rigging brings
Target Audiences
- All those who want to improve their character rigging skills, and understanding of the challenges that rigging brings
Quadrupeds come in various types, and they all have their own unique needs, but in this module we will rig a canine character which covers many of the unique problems in rigging a quadruped. Some of these problems include how to deal with the back leg and setting up a spline ik for the back.
In the first module we will analyze the problem we are attempting to solve. We will start with talking about some basic rigging processes we will use throughout the modules, and then discuss how we will lay out our joints. At the end, we will bind our mesh to the joints and begin skinning. In the second module we will go through the process of skinning our character using tools such as the Paint Weights Tool, the Prune Small Weights function, and the Component Editor. In the third module, we start building the control rig to drive our bind joints, focusing on a simple FK control structure for the tail, and then working on the back dog leg In our fourth and final module, we will finish the rig, completing the front leg as well as the spine and the head/neck area. We will also illustrate how we can deal with some of the quirks we stumble over in Maya and how to overcome and troubleshoot your rig.
(Students – please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Chad Robert Morgan started his career in computer games and animated film after his tour in the US Navy and using his veteran’s benefits to attend Sonoma State University in northern California. His first job in the industry was at LucasArts – where he was introduced to Maya and mentored by some of the best people in the industry. From there he spent some time working at ReelFX before moving back to California and joining The Collective, which eventually became Double Helix and worked on such titles as Silent Hill : Homecoming, Strider, and Killer Instinct. Chad has taught several Maya Master Classes for Autodesk and has an article published in 3DWorld magazine. Chad now runs his own fledgling company, Spectral Ink Productions, and works for clients such as WhiteMoon Dreams and UCI.
Course Curriculum
Chapter 1: Understanding Joints in Quadrupeds
Lecture 1: Download Course Files Here!
Lecture 2: Introduction and Course Overview
Lecture 3: Zeroing Controls
Lecture 4: Joint Basics
Lecture 5: Planning Our Skeleton
Lecture 6: Joint Layout
Lecture 7: Binding the Mesh
Chapter 2: Intro to Rigging the Back, Legs, and Tail
Lecture 1: Introduction
Lecture 2: Skinning the Back Legs
Lecture 3: Skinning the Back Legs – Refinement
Lecture 4: Skinning the Back and Tail
Lecture 5: Skinning the Front Legs
Lecture 6: Skinning the Neck and Head
Chapter 3: Learning IK Rigging and Set Driven Keys
Lecture 1: Introduction
Lecture 2: Preparing to Rig the Tail
Lecture 3: Rigging the Tail
Lecture 4: Creating the Back Leg FK Rig
Lecture 5: Creating the Back Leg IK Rig
Lecture 6: Setting Up Plane Driver
Lecture 7: Finishing the Back Leg IK Handles
Lecture 8: Setting Up Foot Pivots
Lecture 9: Setting Driven Keys
Lecture 10: Finishing the Rear Leg
Chapter 4: Refining the IK and RK setups, and Rig Polish
Lecture 1: Introduction
Lecture 2: Building the Front Leg FK Rig
Lecture 3: Building the Front Leg IK Rig
Lecture 4: Dealing with Maya Quirks
Lecture 5: Resetting the Driven Keys
Lecture 6: Creating the Main Controls
Lecture 7: Rigging the IK Back
Lecture 8: Rigging the FK Back
Lecture 9: Stretchy Spline IK
Lecture 10: Head and Neck
Lecture 11: Repairing the Rig
Lecture 12: Finishing the Head and Neck Rig – and course wrapup
Lecture 13: Bonus Lecture: Further Learning with 3dmotive
Instructors
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3dmotive LLC
High Quality 3d and Game Art Training by Industry Pros!
Rating Distribution
- 1 stars: 3 votes
- 2 stars: 5 votes
- 3 stars: 19 votes
- 4 stars: 21 votes
- 5 stars: 22 votes
Frequently Asked Questions
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