Rigging Your First Character in MODO-701
In this tutorial, we'll learn how we can take a modeled character and prepare it for animation. Software required: MODO 701.
What you'll learn
In this tutorial, we'll learn how we can take a modeled character and prepare it for animation. We'll begin this process by using MODO's skeleton tool to build a hierarchy of joints throughout the body. As we build our skeleton we'll learn how to fix the orientation and alignment of joints along with some basic knowledge of parenting. Once we've constructed our skeleton we'll learn how to bind it to the mesh and explore some of the weight painting tools that can be used to edit the influence our joints have on the geometry. Following this we'll dive deeper into rigging our character by learning how to apply inverse kinematics, locators, constraints, and control surfaces along with other cool tools and features to provide our character with the functionality it needs for an animator. Finally, we analyze the functionality of our rig and fix any issues that may have occurred. After watching this tutorial you'll be ready to begin rigging your own characters with more confidence while having a lot of fun. Software required: MODO 701.
Table of contents
- Creating Joints with the Skeleton Tool 12m
- Mirroring Joints 14m
- Editing, Deleting, Inserting, and Naming Joints 10m
- Fixing Orientations and Alignments 13m
- Parenting Joints 11m
- Binding the Skeleton 11m
- Painting Weights 11m
- Applying Inverse Kinematics to Joints 8m
- Adding Locators for the Feet 11m
- Parenting Locators for the Feet 8m
- Assigning an up Vector Locator to the Feet 8m
- Assigning Controls for the Knees and the Legs 9m
- Cleaning up Locators and Creating Control Systems 11m
- Adding a Control Surface for the Hips 10m
- Adding a Control Surfaces for the Spine, Chest, and Root Joints 11m
- Rigging the Arms 12m
- Rigging the Hands with User Channels 15m
- Adding Surface Controls for the Neck and Head 8m
- Final Analysis and Making Fixes 13m