Quick Start to Rigging in MODO: Volume 2
Welcome to Volume 2 of the Quick Start to Rigging in MODO, a series of specially constructed tutorials meant to be followed in sequence and interspersed with valuable exercises to reinforce learned concepts. Software required: MODO 801.
What you'll learn
Welcome to Volume 2 of the Quick Start to Rigging in MODO, a series of specially constructed tutorials 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 work with MODO's Spline Deformer to produce flexible deformations. We'll then learn how to skin geometry to a skeleton, and to conclude the training, we'll learn how to paint weights in order to improve the quality of our skin deformations. These tutorials 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: MODO 801.
Table of contents
- Cleaning up the Transforms of a Model That Is Meant to Deform 3m
- The Spline Deformer 7m
- Using a Custom Spline for the Spline Deformer 6m
- Connecting Our Spline System to the Turret's Rig 4m
- Setting up Joints to Deform the Wire 6m
- Finishing the Wire's Joint System 5m
- Binding the Wire to Our Joint Chain 7m
- Adjusting Skin Weights in MODO 6m
- Setting up the Wire's Animation Controls 10m
- Cleaning up Our Rig 1m
- Volume 2 Assignment 2m