Creating a Roman Warrior Agent in Massive Prime
In this tutorial, we'll learn how to create a Roman Warrior agent in terms of meshes, texture, skeleton, and actions. Software required: Massive 3.5, Maya 2012, MotionBuilder 2012, Photoshop CS5.
What you'll learn
In this tutorial, we'll learn how to create a Roman Warrior agent in terms of meshes, texture, skeleton, and actions. We are going to start this training by giving some vital tips and instructions about creating our agent model and textures. We'll then talk about the best ways to optimize and arrange the production files of this agent and learn how to create an agent skeleton in Massive. We will then export skin weight, meshes, and textures from Maya to Massive and create some geometry and texture variations. We will learn how to re-target motion capture from an outsource skeleton to our agent skeleton using MotionBuilder and much, much more. By the end of this training you will be able to create a Massive agent from scratch and add any action from different sources to be use in the production process. Software required: Massive 3.5, Maya 2012, MotionBuilder 2012, Photoshop CS5.
Table of contents
- Discussing Tips for Agent Meshes 8m
- Pointing Out Mesh Creating Tips 6m
- Preparing a PSD File to Create Multiple Texture Variations 8m
- Creating Agent Props 6m
- Exporting Agent Meshes to Massive 8m
- Creating the Agent Skeleton 13m
- Creating Geo and Material Nodes 9m
- Exporting the Agent Skeleton to Maya 4m
- Exporting the Skin Weight to Massive 7m
- Creating Agent Mesh and Material Variations 6m
- Importing the Mocap File to Motion Builder and Creating a T-pose 8m
- Characterizing the Walk Mocap File 4m
- Re-targeting Walk Mocap Data to Our Skeleton and Export It as Raw Action 8m
- Renaming and Saving Our Action 5m
- Adjusting Walk Action Transform 6m
- Defining Walk Action Loop 8m
- Creating Walk Action Channels 4m
- Adjusting Transition and Latch Curves 4m
- Creating IK Channels 7m
- Performing Practical Tests 12m