Quick Start to Rigging in 3ds Max: Volume 4
Welcome to Volume 4 of the Quick Start to Rigging in 3ds Max, in this volume, we'll build on the concepts covered in volume 3. Software required: Autodesk 3ds Max 2014.
What you'll learn
Welcome to Volume 4 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 3. We'll start by learning how to create a facial skeleton with a dual jaw for more flexibility. We'll learn how to work with 3ds Max's Morpher modifier to create facial expressions. We'll even learn how to design our own fleshy eye rig to simulate skin-sliding effects around the eyelids. Overall, we'll focus on building an animator-friendly facial rig. These courses are designed to be taken in sequence so we really encourage you to start with Volume 3 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
- Creating Bone Objects for the Neck, Head, and Jaw 9m
- Adding Bones for the Eyes and Eyelids 11m
- Enveloping the Face 6m
- Refining Facial Deformations 10m
- Weighting the Eyelids 11m
- Fleshy Eyes 13m
- Rigging the Eyebrows 6m
- Skinning the Eyebrows 6m
- Setting up Controls for the Neck, Head, and Upper and Lower Jaws 15m
- Creating Eye Controls 8m
- Driving the Eyelids with Custom Channels 7m
- Brow Controls 11m
- Attaching the Eyebrows and Hair to Follow Facial Deformations 7m
- Controlling the Tongue 9m
- Facial Expressions 8m
- Creating a Facial Control System 5m
- Cleaning up the Rig 9m
- Volume 4 Assignment 2m