In this 3ds Max tutorial, we will learn several methods and tools for creating complex rigs that are capable of producing very stylized deformations!We'll start by creating a modular rig we can insert into our control rigs for flexibility and speed. We'll learn how to create IK FK systems, and learn how to enhance those systems to produce more exaggerated results. We'll also create robust counter-twist systems that do a great job at holding volume.We've got a ton of great content in-store for you that will increase your knowledge of rigging so that you can create rigs that are robust and flexible.Advanced Character Rigging in 3ds Max content:1. Introduction and project overview2. Customizing 3ds Max and a look at the Flexi-Line3. Starting on the Flexi-Line4. Completing the controls for the Flexi-Line5. Setting up advanced twisting control for the Flexi-Line6. Finalizing the Flexi-Line twist rig7. Adding squash and stretch to the Flexi-Line8. Completing the Flexi-Line's squash and stretch system9. Cleaning up the Flexi-Line and creating its envelope objects10. Wrapping up our work on the Flexi-Line11. Rigging the torso12. Creating controls for the torso13. The center-of-gravity control14. Adding a global control15. Connecting a Flexi-Line to the torso16. Improving the back control selection17. Progress check: The torso18. Starting on the head rig19. Dynamically parenting the head to the chest20. Connecting a Flexi-Line to the neck21. Finishing the neck Flexi system22. Progress check: The neck / locking control objects23. Creating the leg bones24. Adding ankle bones25. Building a counter-twist solution for the legs26. Bones systems for IK / FK legs27. Switching between IK and FK28. Rigging the IK legs29. Animation controls for the IK legs30. Connecting our IK foot rig to the control object31. Setting up auxiliary controls to the drive the IK foot rig32. Banking control for the feet33. Progress check: The IK legs34. Creating FK leg controls35. Connecting the FK leg controls to the FK systems36. Finishing our work on the FK legs37. Controlling the visibility of our IK and FK controls38. Stretchy IK limbs39. Creating a switch to turn the stretchy systems for the IK legs on and off40. Connecting the stretchy systems to the primary legs41. Progress check: the stretchy legs42. Attaching a Flexi-Line to the left thigh43. Setting up the twist behavior for the Flexi-Line connected to the left thigh44. Wrapping up our work on the left thigh Flexi-Line45. Connecting a Flexi-Line to the left shin46. Setting up the twist behavior for the Flexi system connected to the left shin47. Completing the left shin Flexi rig48. A knee stretch control49. Progress check: The final leg rig50. Creating the arm bones51. Creating finger bones52. Mirroring the left arm53. Adding our counter-twist rig to the left shoulder54. A look at the right shoulder counter-twist rig55. IK / FK systems for the arms56. IK controls for the arms57. Creating FK arm controls58. Connecting the FK arm controls to the FK systems59. Locking the wrists to the IK and FK systems60. Updating the counter-twist rig tied to the left shoulder61. Updating the right arm counter-twist rig62. Stretchy FK arms63. Rigging the IK arms to stretchy64. Tying the stretchy systems into the primary arms65. Controlling the clavicles66. Progress check: the arms67. Connecting a Flexi-Line to the left shoulder68. Setting up the twist behavior for the left shoulder Flexi rig69. Finishing the twist control for the left shoulder Flexi-Line70. Completing the left shoulder's Flexi rig71. Attaching a Flexi system to the left forearm72. Setting up the twist behavior for the left forearm's Flexi rig73. Finishing the left forearm's Flexi-Line74. The elbow stretch control75. Progress check: the final arm rig76. Adding finger controls77. Wrapping up our finger controls78. Creating a squash and stretch head rig79. Skinning the character to its control righttp://www.digitaltutors.com/tutorial/1117-Advanced-Character-Rigging-in-3ds-Max
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