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Welcome to the Quick Start to Rigging in 3ds Max. Software required: Autodesk 3ds Max 2014.
Welcome to the Quick Start to Rigging in 3ds Max. Quick Starts are a series of specially-constructed courses meant to be followed in sequence and include valuable exercises to reinforce learned concepts. We'll go through 3ds Max's rigging tools in a very methodical way, making sure to cover the tools and techniques that are most important in enabling you to get up and running quickly. Each volume of a Quick Start will build upon the previous volume, enabling us to progressively build up a complex project into a finished state. In this initial volume, we'll cover the basics of getting started with the rigging tools in 3ds Max. We'll learn how to create bones and work with Inverse Kinematics. We'll cover skinning tools and ways to improve our deformations with time-saving techniques. We'll also learn about constraints, how to set up control objects, and how to build systems with the Reaction Manager. While building a project together, you'll be provided with valuable knowledge, and the real power comes from being able to take the techniques you've learned and apply them in a different way to your own work. These courses are designed to be taken in sequence so we really encourage you to start with this volume and proceed all the way through to Volume 5. Software required: Autodesk 3ds Max 2014.
Welcome to the Quick Start to Rigging in 3ds Max. Quick Starts are a series of specially-constructed courses meant to be followed in sequence and include valuable exercises to reinforce learned concepts. We'll go through 3ds Max's rigging tools in a very methodical way, making sure to cover the tools and techniques that are most important in enabling you to get up and running quickly. Each volume of a Quick Start will build upon the previous volume, enabling us to progressively build up a complex project into a finished state. In this initial volume, we'll cover the basics of getting started with the rigging tools in 3ds Max. We'll learn how to create bones and work with Inverse Kinematics. We'll cover skinning tools and ways to improve our deformations with time-saving techniques. We'll also learn about constraints, how to set up control objects, and how to build systems with the Reaction Manager. While building a project together, you'll be provided with valuable knowledge, and the real power comes from being able to take the techniques you've learned and apply them in a different way to your own work. These courses are designed to be taken in sequence so we really encourage you to start with this volume and proceed all the way through to Volume 5. Software required: Autodesk 3ds Max 2014.