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Learn To Rig A Complex Quadruped In Maya For Games And Film

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Last updated 9/2016
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 2.22 GB | Duration: 6h 34m

Everything you need to know to understand rigging a complex, 4-legged character for games!

What you’ll 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
Requirements
Autodesk’s Maya
Description
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.

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