2012
3dmotive
Justin Harrison
~6hrs
English
In the Bipedal Rigging Series, Justin Harrison takes us through the complete process of rigging, creating bones, skinning, and painting weights of a bipedal character from start to finish using Maya. Whether you have never rigged a box before, or are needing a boost to your existing pipeline, Justin breaks down this very complex process in an amazingly thorough - and easy to understand way.
Part1
Chapter 01
Introduction
Chapter 02
Parent Child Relationships Part 1
Chapter 03
Parent Child Relationships Part 2
Chapter 04
Scene Management Tools
Chapter 05
Joint Creation Basics
Chapter 06
Joint Orientation Basics
Chapter 07
Control Handles Basics
Chapter 08
Adding Attributes and Set Driven
Chapter 09
Skinning Basics
Chapter 10
Ridgid Binding
Chapter 11
Creating Joints for a Character
Chapter 12
The Clavical, Arm, Wrist and Fing
Chapter 13
Creating the Planer Leg Joints
Chapter 14
Loin Cloth Joints
Chapter 15
Orienting the Character Joints
Chapter 16
Naming the Joints!
Chapter 17
Explanation of IK and FK
Chapter 18
Setting up the Skeleton of the Arm
Chapter 19
Setting up the Skeleton of the Leg
Chapter 20
Mirroring the Character Joints
Chapter 21
Control Handles Display
Chapter 22
Arm Control Handles Setup
Chapter 23
Clavical Control Handle
Chapter 24
Mirroring the Controls
Part2
Chapter 01
Introduction
Chapter 02
Different Types of IK
Chapter 03
IK for Arms and Legs
Chapter 04
Control Handles for Joints
Chapter 05
IK and FK Switches for Arms
Chapter 06
Reverse Foot Setup Part 1
Chapter 07
IK and FK Switches for Legs
Chapter 08
Skin Binding
Chapter 09
Painting Skin Weights Part 1
Chapter 10
Painting Skin Weights Part 2
Chapter 11
Reverse Foot Setup Part 2
Chapter 12
Setting up Finger Attributes
Chapter 13
Optimizing Control Handles
Chapter 14
Setting up a Dynamic Hair Curve
https://www.3dmotive.com/
Download File Size:1.72 GB