CGWorkshop - Quadruped Rigging for Games

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Added on January 4, 2015 by Jamal0169in Other > Tutorials
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CGWorkshop - Quadruped Rigging for Games (Size: 5.8 GB)
 01. Intro.flv32.89 MB
 02. AnatomyOverview - Spine.flv83.68 MB
 03. Anatomy Overview - Legs.flv46.92 MB
 04. Working With Joints.flv182.22 MB
 05. Orientating Joints.flv85.53 MB
 06. A Word On Joint and Control Orientation.flv38.09 MB
 07. Rotation Order and Gimbal Lock.flv55.28 MB
 08. Skin Bind Methods.flv234.68 MB
 09. Joint Placement Overview.flv63.84 MB
 10. Spine Joint Placement.flv158.14 MB
 01. Starting the Head and Neck.mp449.77 MB
 02. Setting Up Following.mp441.76 MB
 03. Making the Control Shapes.mp4107.02 MB
 04. IK Leg Chain.mp441.13 MB
 05. The Reverse Foot.mp467.62 MB
 06. Adding the Leg Straighten.mp458.22 MB
 07. Animator Controls.mp4244.69 MB
 08. Squashing and Stretching Joints.mp442.09 MB
 09. Auto-Stretching the Legs.mp4157.61 MB
 10. Leg Pole Vector Aim.mp4102.06 MB
 01. Dense Spine Chain.mp459.08 MB
 02. Skinning the Spline to Joints.mp478.1 MB
 03. Skinning the Spline to Clusters.mp474.68 MB
 04. Creating the Spine Control Shapes.mp494.75 MB
 05. Driving the Spine Curve.mp4103.71 MB
 06. Spline IK Twist.mp4177.21 MB
 07. Spine Squashing.mp4141.48 MB
 08. Length Feedback.mp4125.42 MB
 09. Odds and Ends.mp4139.69 MB
 10. Necklace.mp4154.88 MB


Description

CGWORKSHOP - Quadruped Rigging for Games | 3 weeks | Intermediate

SEED | RATE | COMMENT

COURSE OVERVIEW

Rigging characters for games means trying to create dynamic, subtle, and accurate deformations without the use of tools available for making pre-rendered characters, and mapping them to well-designed controls that empower animators to work as quickly and easily as possible. In this workshop you'll learn how to analyze reference material to help plan your joint layout, when to deviate from the anatomy and why, adjustable squash and stretch techniques, IK/FK switching, tricks to use spline IK more effectively, and mapping joints to surfaces for subtle deformations. Students will be provided with a toolbox of rigging scripts to help speed their workflow.



Each week the lessons will be broken down into a number of short, step-by-step videos, allowing students to focus on each element of the process. The assignments each week should take about 6-10 hours per week, and there will be a live Q&A where Brian will review work and help troubleshoot problems.



This is an intermediate workshop, so students should have a basic understanding of Maya and familiarity with skinning meshes. Students will be provided with a dog model to rig, or they can provide their own quadruped model. If you're taking the 3 course package, you're encouraged to use your completed model from the modeling workshop.



Feel free to contact me with questions: evansbot@gmail.com
WEEK BY WEEK OUTLINE
Week 1

● Anatomy overview
● Creating the skeleton
● Binding the mesh
● Painting skin weights
● Rigging the neck and head

Week 2

● Rigging the front legs
● Rigging the back legs

Week 3

● Rigging the spine and tail
● General cleanup and animator proofing

WHAT YOU'LL NEED
Ability

Students should be comfortable with Maya basics like navigation and menus. We'll go over skin binding but can't spend too much time on it, so some experience binding meshes is recommended.

Software

Maya 2013 or Maya 2014

Hardware

Wacom Tablet or comparable graphics tablet


http://training.cgsociety.org/course/quadruped-rigging-for-games


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CGWorkshop - Quadruped Rigging for Games