Create a complete 3D Animation -C3- Rigging the Body
Create a complete 3D Animation -C3- Rigging the Body, available at $19.99, with 17 lectures.
You will learn about How to professionally rig a character using Maya How to rig a custom character and surpass the different challenges How to create a flexible rig that all animators will love The techniques that I use daily to achieve similar rigs professionally This course is ideal for individuals who are 3D artists who want to learn rigging or Riggers who want to push their skills further or Riggers who want to aquire new techniques It is particularly useful for 3D artists who want to learn rigging or Riggers who want to push their skills further or Riggers who want to aquire new techniques.
Enroll now: Create a complete 3D Animation -C3- Rigging the Body
Summary
Title: Create a complete 3D Animation -C3- Rigging the Body
Price: $19.99
Number of Lectures: 17
Number of Published Lectures: 17
Number of Curriculum Items: 17
Number of Published Curriculum Objects: 17
Original Price: $29.99
Quality Status: approved
Status: Live
What You Will Learn
- How to professionally rig a character using Maya
- How to rig a custom character and surpass the different challenges
- How to create a flexible rig that all animators will love
- The techniques that I use daily to achieve similar rigs professionally
Who Should Attend
- 3D artists who want to learn rigging
- Riggers who want to push their skills further
- Riggers who want to aquire new techniques
Target Audiences
- 3D artists who want to learn rigging
- Riggers who want to push their skills further
- Riggers who want to aquire new techniques
In this course you learn about the whole workflow starting from a concept to a finished sequence using industry standard packages. The techniques used in this course are suitable for small to medium studios. The software used are :Zbrush to create the model , Maya for Rigging and Animation while I used 3DS Max for VFX and rendering.
Each chapter can be watched separately. so you can jump between chapters at your ease.
Chapter 03: Rigging the Body in Maya
This is the meat and potato of any animation! Here where we prepare the character to be animated. We begin building the information layer by layer to keep the learning curve as smooth as possible.
We start the rigging from scratch, no scripting is required. We begin working on the largest areas down to the smallest areas to make process easier for us.
We make sure to implement all the possible range of movement for the body to allow the animator to push things as far as they want.
Characters that are anatomically incorrect represent some extra challenges to rig them. So, we use our knowledge to work around that and come up with a decent rig.
Squash and stretch are crucial for such a character so, we make sure to implement a flexible system that allow the animator to feel at ease when working with our rig.
For this particular character we create a “hybrid setup” for the stem to lessen the burden on the animator and let the simulation do the work for us.
We finish this chapter by including a global scale for our rig and make sure that everything is working as expected.
Course Curriculum
Chapter 1: Planning
Lecture 1: Planning the body rigging
Chapter 2: Main Joints
Lecture 1: Global rigging of the body
Lecture 2: Establishing the hierarchy
Chapter 3: Weight painting
Lecture 1: Start working on the Weight Painting
Lecture 2: Eyes sockets and other elements Weight Painting
Lecture 3: Nose Weight Painting
Lecture 4: Jaw Weight Painting
Lecture 5: Stem Weight Painting
Chapter 4: Adding Controllers
Lecture 1: Adding the CTRLs
Lecture 2: Connecting the CTRLs
Chapter 5: Squash & Stretch – Global Scale
Lecture 1: Adding Squash & Stretch
Lecture 2: Set up the Global scale
Chapter 6: Rigging the teeth and the Eyes
Lecture 1: Rig the teeth
Lecture 2: Rig the eyes
Lecture 3: Fixing the teeth mistake
Chapter 7: Hybrid Stem Rigging
Lecture 1: Stem hybrid setup
Lecture 2: Testing the Rig – Dynamic properties tweaking
Instructors
-
ALAOUCHICHE Abdelhamid
Technical Artist / CG Generalist
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