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Learn to Rig a Complex Quadruped in Maya for Games and Film

Everything you need to know to understand rigging a complex, 4-legged character for games!
Instructor:
3dmotive LLC
419 estudiantes matriculados
English [Auto-generated]
Create IK/FK rig systems in Maya
Understand rigging Spline IK systems
Learn to deal with the unique challenges of rigging a quadruped character or creature

Quadrupeds come in various types, and they all have their own unique needs, but in this module we will rig a canine character which covers many of the unique problems in rigging a quadruped. Some of these problems include how to deal with the back leg and setting up a spline ik for the back.

In the first module we will analyze the problem we are attempting to solve. We will start with talking about some basic rigging processes we will use throughout the modules, and then discuss how we will lay out our joints. At the end, we will bind our mesh to the joints and begin skinning. In the second module we will go through the process of skinning our character using tools such as the Paint Weights Tool, the Prune Small Weights function, and the Component Editor. In the third module, we start building the control rig to drive our bind joints, focusing on a simple FK control structure for the tail, and then working on the back dog leg In our fourth and final module, we will finish the rig, completing the front leg as well as the spine and the head/neck area. We will also illustrate how we can deal with some of the quirks we stumble over in Maya and how to overcome and troubleshoot your rig.

(Students – please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)

More about the Instructor:

Chad Robert Morgan started his career in computer games and animated film after his tour in the US Navy and using his veteran’s benefits to attend Sonoma State University in northern California. His first job in the industry was at LucasArts – where he was introduced to Maya and mentored by some of the best people in the industry. From there he spent some time working at ReelFX before moving back to California and joining The Collective, which eventually became Double Helix and worked on such titles as Silent Hill : Homecoming, Strider, and Killer Instinct. Chad has taught several Maya Master Classes for Autodesk and has an article published in 3DWorld magazine. Chad now runs his own fledgling company, Spectral Ink Productions, and works for clients such as WhiteMoon Dreams and UCI.

Understanding Joints in Quadrupeds

1
Download Course Files Here!
2
Introduction and Course Overview
3
Zeroing Controls
4
Joint Basics
5
Planning Our Skeleton
6
Joint Layout
7
Binding the Mesh

Intro to Rigging the Back, Legs, and Tail

1
Introduction
2
Skinning the Back Legs
3
Skinning the Back Legs - Refinement
4
Skinning the Back and Tail
5
Skinning the Front Legs
6
Skinning the Neck and Head

Learning IK Rigging and Set Driven Keys

1
Introduction
2
Preparing to Rig the Tail
3
Rigging the Tail
4
Creating the Back Leg FK Rig
5
Creating the Back Leg IK Rig
6
Setting Up Plane Driver
7
Finishing the Back Leg IK Handles
8
Setting Up Foot Pivots
9
Setting Driven Keys
10
Finishing the Rear Leg

Refining the IK and RK setups, and Rig Polish

1
Introduction
2
Building the Front Leg FK Rig
3
Building the Front Leg IK Rig
4
Dealing with Maya Quirks
5
Resetting the Driven Keys
6
Creating the Main Controls
7
Rigging the IK Back
8
Rigging the FK Back
9
Stretchy Spline IK
10
Head and Neck
11
Repairing the Rig
12
Finishing the Head and Neck Rig - and course wrapup
13
Bonus Lecture: Further Learning with 3dmotive
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5 estrellas
10
4 estrellas
14
3 estrellas
14
2 estrellas
4
1 estrellas
1