Rigging Quadrupeds in Maya
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Rigging Quadrupeds in Maya
Rigging Quadrupeds in Maya
An in-depth guide to rigging quadrupeds with Maya
$69.99
Software: Maya 8.5 or higher
Run Time: 6 hrs. 46 min., 4 discs
Availability: Ships next business day
Learn
time-saving rigging techniques and the principles of building
solution-based rigs and controls for more efficient animating. Contains
nearly 7 hours of project-based training. Perfect for intermediate
artists.
Popular highlights include:
* Constructing Effective Hierarchies
* Broken Hierarchy Systems
* Building Rig from Reference Skeleton
* Building an FK Spline System
* Incorporating MEL for Speed
* Custom Shelf for Tools
* Characters Sets
* Sub-Character Sets
* Set Driven Keys
* IK Solvers for Proper Limb Functionality
* Constraints
* Advanced Hip Control
* Painting Weights
* Connection Editor
* Reverse Lock System
* Muscle Deformation with Influence Objects
* Corrective Shapes for Mesh Deformations
Lesson Outline:
1. Introduction and project overview 2:56
2. Setting up a Display Layer and a Custom Shelf 7:10
3. Wrapping up the Custom Shelf 5:30
4. Ironing out a solid naming convention 7:01
5. The use of Groups for scene cleanliness and organization 10:34
6. Beginning the construction of the skeleton 10:55
7. Mirroring the Joint Chain of the left Pelvic Limb 5:02
8. Building the Thoracic Limb Joint Chain 6:34
9. Creating the bones for the upper body 7:27
10. Examining the local Rotation Axis of the upper body Joint Chain 3:06
11. Working on the ears 6:24
12. Building the tail 2:46
13. Bringing the rig together- the Pelvis 4:24
14. Setting up the tail to help avoid Counter-Keying 4:35
15. Finishing Joint Connections and cleaning up the scene 2:30
16. Binding the horse 4:56
17. Exploring wire frame coloring 5:27
18. Using Maya's Paint Weights tool to edit influences 11:07
19. Painting weights around the Thorax 10:55
20. Working on completing the top of the Thoracic Limb 7:58
21. The effectiveness of Maya's Component Editor for modifying weights 5:20
22. Fixing the deformations of the left Fetlock 3:02
23. Weighting the Pastern 4:00
24. Finalizing the deformations of the Thoracic Limb 3:16
25. Bringing our attention to the left Pelvic Limb 2:08
26. Adjusting the Pelvic weights 4:38
27. Working on the hip bone 4:05
28. The Stifle Joint's influence 3:08
29. Focusing on the Tarsal Joint 3:05
30. Utilizing Corrective Blend Shapes 8:10
31. Using Set Driven Keys to tie attributes together 2:54
32. Weighting the Fetlock of the Pelvic Limb 5:09
33. Finishing up the left Pelvic Limb 5:14
34. Exploring Maya's time-saving Mirror Weights tool 5:21
35. Starting the process of building Control Objects 5:33
36. Setting up the Reverse Lock feature for the Phalangeal Joints 5:23
37. Working on the connections of the Reverse Lock Joints 7:32
38. Building the curves to control the horse's legs 7:38
39. Continuing the work of the control curves 4:21
40. Finishing the set up of the limb control curves 13:17
41. Adding the Carpal and Tarsal controls 6:49
42. Finishing the connections of the knee controls 6:43
43. The Thoracic shoulder controls 7:49
44. Creating the bones for the Spline FK back vertebrae 3:36
45. Connecting the Spline IK 6:30
46. Constraining clusters to the FK Driver Joint Chain 4:31
47. Starting the controls for the back vertebrae 6:55
48. Joining the upper body controls 2:58
49. Adding the Broken Hierarchy System 6:56
50. Setting up the hips 7:27
51. Commencing with the Cervical rig 5:03
52. Constraining the neck clusters to the Cervical Driver Chain 3:07
53. Setting up control curves for the Cervix 3:27
54. Continuing the set up of the control curves for the Cervi 8:27
55. Adding custom attributes to control the base of the horse's neck 5:16
56. Troubleshooting techniques 4:22
57. Working on the head 4:29
58. The ear controls 5:51
59. Starting the tail rig 4:25
60. Working on control curves to drive the tail 12:04
61. Finishing the set up of the tail 3:12
62. Adding a visible Global Control 8:53
63. Cleaning up the display of the scene 3:34
64. Character and sub-character sets 10:40
65. A concept for the jaw control 15:35
66. Establishing influence objects for muscle jiggle 13:01
67. Using influence objects to get rid of unwanted deformations 7:55
68. Conclusion 1:25
Total Run Time: 6:46:01
Specifications
Item #: MAI-098
Software Requirement: Maya 8.5 or higher
Run Time: 6 hrs. 46 min., 4 discs
Format: CD-ROM
Platform: Mac / PC
Availability: Ships next business day
Weight: 0.40 lbs
Сылки для скачивания:
Vip-File
CD1
CD2
CD3
CD4
sms4file.com
CD1
CD2
CD3
CD4
sezo- Profesyonel
-
Mesaj Sayısı : 1980
Nerden : KOCAELİ
İş/Hobiler : ithalat -ihracat (sporcu )
Lakap : sezo
Ruh Hali :
Rep : 1199
Kayıt tarihi : 23/02/08
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