Introduction to Rigging in 3ds Max 2009
Learn essentials of rigging and establish a solid foundation. Software required: 3ds Max 2009.
What you'll learn
Learn essentials of rigging and establish a solid foundation. Learn flexible rigging methods, several rigging and character setup tools, and the essentials of building animator-friendly controls with 3ds Max. Contains over 3 hours of project-based training. Popular highlights include: Reference Coordinate System; Choosing an Axis Order for Control Objects; Custom Toolbars; Customizing Quad Menus; Layers; Expressions; Wired Parameters; Forward Kinematics vs. Inverse Kinematics; List Controllers; Position Constraint; LookAt Constraint; Orientation Constraint; Link Constraint; Control Objects; Control Object Reservoir; Bone Tools; Mirroring Bones; Scaling Bones; The IK Solvers of Max; Creating an FK Spline Rig; IK FK Snapping; Skin Modifier; Morpher Modifier; Skin Morph Modifier; Skin Wrap Modifier; Rigging Techniques; Custom Parameters; Smooth and Rigid Skinning; Painting Weights; Weight Tool and Weight Table; Mirroring Envelopes; Exporting Envelopes; Angle Deformers; Quick and Easy Muscles with Bones; Selection Sets. Software required: 3ds Max 2009.
Table of contents
- Establishing Naming Conventions 7m
- Linking Objects to Create Parent/child Hierarchies 8m
- Creating Bones in Max 7m
- Editing Bones in Max 10m
- Working with a Bone's Fin Adjustment Tools 10m
- Utilizing the Hi IK and Limb IK Solver 8m
- Rigging with the Spline IK Solver and Creating IK Solvers 9m
- Building Bones for the Leg and Connecting an IK Solver 6m
- Setting up Control Objects in the Leg Rig 7m
- Working with Max's Position and Orientation Constraint 9m
- Utilizing the Lookat Constraint 8m
- Rigging with the Link Constraint to Avoid Bone Skewing 3m
- Rigging with Groups 5m
- Customizing Max's User Interface 5m
- Wiring Parameters to Control Parameter Values 5m
- Working with Expressions 8m
- Choosing a Suitable Axis Order for Control Objects 3m
- Using Layers to Organize Your Scene 10m
- Deforming a Mesh with Bones via the Skin Modifier 8m
- Fine-tuning Envelope Deformations with the Weight Table 8m
- Editing Envelopes with the Paint Weights Tool 8m
- Mirroring Weights to Save Time 5m
- Exporting and Importing Envelope Data 3m
- Using Max's Bulge Angle Deformer to Correct Deformations 5m
- Exploring the Skin Morph Modifier 10m
- Rigging for Lip-sync Animation with the Morpher Modifier 14m
- Controlling Mesh Deformations with the Skin Wrap Modifier 7m
- Bonus: Working with Selection Sets 2m
- Bonus: Creating Quick and Easy Muscles with Bones 8m
- Bonus: Attaching the Muscle to the Character 6m
- Bonus: Setting up the Bones for the FK Spline Rig 9m
- Bonus: Adding Controls to the Spline Rig 4m
- Bonus: Controlling the Twisting of the FK Spline Rig 6m
- Bonus: Finalizing the Twist Distribution of the FK Spline Rig 7m