Rigging Quadrupeds in 3ds Max 2012
In this 3ds Max tutorial, we will learn techniques for rigging quadrupeds in 3ds Max. Software required: Autodesk 3ds Max 2012.
What you'll learn
In this 3ds Max tutorial, we will learn techniques for rigging quadrupeds in 3ds Max. We'll work our way from the ground up, learning techniques for creating robust and flexible vertebrae systems, efficient and animator-friendly controls, and learn how to dynamically link and blend between spaces. We'll also cover helpful weight painting techniques and learn how to set up and automate the triggering of corrective targets. By the end of this course, you will have the skills needed to rig your very own quadruped. Software required: Autodesk 3ds Max 2012.
Table of contents
- Starting on the Vertebrae 7m
- Setting up Our Vertebrae Helpers 8m
- Creating Bones for the Vertebrae 7m
- Orienting Our Vertebrae Bones Along the Spline 9m
- Building Vertebrae Controls 7m
- Creating the Center of Gravity and Global Controls 6m
- Connecting Our Vertebrae Rig to the Animation Controls 8m
- Connecting the Middle Vertebrae Control 5m
- Finishing Our Middle Vertebrae Rig 11m
- Starting on the Vertebrae Twist Control 6m
- Starting on the Vertebrae Twist System 7m
- Finishing the Vertebrae Twist Rig 9m
- Completing the Vertebrae 3m
- Rigging the Pelvic Limbs 6m
- Mirroring the Pelvic Leg 3m
- Adding IK Systems for the Pelvic Limbs 4m
- Designing Pelvic Limb Controls 6m
- Adding a Pelvis Jiggle Control 5m
- Connecting the Leg Controls 8m
- Creating Custom Parameters for the Fetlocks and Hooves 9m
- Finalizing the Pelvic Limbs 3m
- Starting on the Thoracic Limbs 6m
- Mirroring the Thoracic Leg 2m
- Adding IK Systems to the Thoracic Legs 2m
- Creating Control Objects for the Thoracic Legs 7m
- Building Scapula Controls 2m
- Connecting the Thoracic Legs to the Animation Controls 8m
- Finalizing the Thoracic Legs 5m
- Rigging the Neck and Head 7m
- Setting up the Neck Bones 8m
- Creating the Head and Ear Bones 5m
- Adding the Head Control 7m
- Rigging the Neck to Twist 2m
- Creating Custom Parameters for the Ears 4m
- Adjusting Fins for the Skeleton 5m
- Cleaning up the Animation Controls 13m
- Rigging the Tail 6m
- Creating a System to Lock the Tail's Length 8m
- Building the Tail Bones 5m
- Adding Tail Controls 5m
- Connecting the Tail System to Our Animation Controls 4m
- Attaching the Tail Rig to the Pelvis 6m
- Dynamically Linking the Tail 6m
- Cleaning up the Scene 3m
- Enveloping Our Horse 8m
- Weight Painting Techniques 9m
- Correcting Deformations with Morph Targets 15m
- Bonus Lesson: Enhancing the Neck Rig 8m