Character Interaction in 3ds Max

In this set of 3ds Max tutorials, you will learn how to animate a multi-character interaction in 3ds Max. Software required: Autodesk 3ds Max 2013.
Course info
Level
Intermediate
Updated
Aug 1, 2012
Duration
5h 4m
Table of contents
Introduction and Project Overview
Character Interaction in 3ds Max
Description
Course info
Level
Intermediate
Updated
Aug 1, 2012
Duration
5h 4m
Description

In this set of 3ds Max tutorials, you will learn how to animate a multi-character interaction in 3ds Max. We'll first explore the planning phase of this project, which should always come first, and then dive right in and build the performance entirely, from start to finish, learning skills that can be applied to any character. We'll also discuss the benefits of choosing suitable rotation orders for control objects, and learn way to overcome gimbal lock interpolations. By the end of the tutorial, you will have attained the set of skills needed to animate fun and believable character interactions! Software required: Autodesk 3ds Max 2013.

About the author
About the author

Delano works avidly as an animation author at Pluralsight. Starting his career at animation studios like Shilo, Delano has developed a strong passion for his talents. His animation and rigging background help him teach and create some of the most-watched training on Pluralsight.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hello, my name is Delano, and I'd like to welcome you to Character Interaction in 3ds Max. Animating just one character can be very challenging, so you can imagine how much more difficult it gets when we add another character to our scene. Nevertheless, this is a challenge we must conquer as animators, and the great part is if we take our time and plan out our performance, things become much more manageable. So in this series of tutorials, we'll learn how to animate a multi-character interaction with time-saving techniques. We'll first explore the planning phase of this project, which should always come first, and then dive right in, and build the performance entirely from start to finish running skills that can be applied to any character. We'll also discuss the benefits of choosing suitable rotation orders for controlled objects, and learn how to overcome Gimbal lock interpolations. By the end of this course, you'll have obtained the set of skills needed to animate fun and believable character interactions. With that said, we'll begin.