Quick Start to Rigging in 3ds Max: Volume 2
Welcome to Volume 2 of the Quick Start to Rigging in 3ds Max, a series of specially constructed courses meant to be followed in sequence and interspersed with valuable exercises to reinforce learned concepts. Software required: Autodesk 3ds Max 2014.
What you'll learn
Welcome to Volume 2 of the Quick Start to Rigging in 3ds Max, a series of specially constructed courses meant to be followed in sequence and interspersed with valuable exercises to reinforce learned concepts. In this volume, we'll build on the concepts covered in Volume 1. We'll start by learning how to create expressions. We'll discuss how to approach choosing Axis Orders for control objects to helper prevent Gimbal Lock. We'll learn a cool technique for cleaning up transformation values on constrained objects, and how to set up dynamic parenting systems to make our rigs more flexible. We'll even get into the topic of Morph Targets, and learn how they can be used for facial animation. These courses are designed to be taken in sequence so we really encourage you to start with Volume 1 before continuing with this section. We also encourage you to take advantage of the assignments that follow each volume. These assignments will allow you to take what you've learned and apply those tools and techniques to your own projects. Software required: Autodesk 3ds Max 2014.
Table of contents
- Adding a Foot Bank 4m
- Using an Expression to Drive Our Foot-banking Rig 8m
- How to Choose an Axis Order 5m
- Cleaning up Transform Values on Constrained Objects 4m
- Creating a Dynamic Parenting System 6m
- Finishing Our Dynamic Parenting Control 4m
- Animator-friendly Finger Controls 7m
- Finalizing Our New Finger Controls 5m
- Rigging Facial Expressions with the Morpher Modifier 8m
- Controlling Morph Targets 5m
- Volume 2 Assignment 2m