Learn how to rig your 3D characters for realistic motion and animation with 3ds Max.
Overview
Syllabus
Introduction
- Welcome
- Using the exercise files
- Prepping the model for rigging
- Setting up layers
- Naming schemes
- Drawing the leg chain
- Adding bone fins
- Mirroring the leg chains with bone tools
- Positioning the hip bone
- Drawing the spine
- Positioning arm bones
- Creating hand skeletons
- Mirroring arm skeletons
- Positioning the foot control splines
- Setting up inverse kinematics (IK) chains
- Rigging the heel and toe controls
- Rigging the main foot control
- Controlling knee direction
- Configuring the main control
- Setting up the spine
- Head and neck controls
- Creating shoulder controls
- Creating control skeletons for the arm
- Constraining the control skeletons
- Setting up the forward kinematics (FK) skeleton controls
- Setting up the IK skeleton controls
- Wiring up the FK/IK switch
- Making controls appear and disappear
- Setting up the wrist control
- Setting up finger FK controls
- Getting the fingers to curl
- Creating a control pane using attributes
- Controlling finger spread
- Rigging the thumb
- Applying the Skin modifier
- Adjusting envelopes
- Fine-tuning vertex weights
- Advanced weighting tools
- Mirroring weights
- Understanding morph targets
- Setting up a single-axis slider
- Wiring parameters to control blinks
- Setting up multiple-axis controls
- Connecting parameters using Reactor
- Creating a jawbone
- Skinning the head
- Controlling the jawbone
- Controlling eye direction
- Finalizing the face rig
- Next steps
Taught by
George Maestri