During this course, you will be rigging a creature that has some unique challenges not often found in your typical biped rig. You'll be learning some more advanced rigging techniques that are intended to take your rigging knowledge to the next level.
Have you ever been tasked with rigging something other than a human, and didn't know how to take your existing knowledge and apply it to the task? Do you want to expand your understanding of rigging so that you have the ability to tackle any type of rig? In this course, Creature Rigging for Games, you will learn how to build upon foundational knowledge to be able to tackle more unique rigging challenges. First, you will learn about the unique constraints when building a rig for games. Next, you will discover how to rig each aspect of the character, using some more advanced techniques that you can apply to future rigging challenges. Then, you will learn how to take a cloth simulation in Maya, and export it to something a game engine can use. Finally, you will explore how to finalize your rig for delivery by doing pose tests and testing your work in Unity. When you’re finished with this course, you will have the knowledge needed to create clean, professional rigs, that will work in a game engine.
Course Overview Hi everyone. My name is Jeremy Ernst, and welcome to my course, Creature Rigging for Games. I am a principal technical artist at Riot Games and was formerly lead technical animator at Epic Games. Over my career, I've had the opportunity to rig hundreds of characters and creatures and work on some amazing projects. Rigging is a great skill to learn and is often in high demand in our industry. Almost everything that moves in a game will go through rigging. In this course, we're going to rig a creature from start to finish and get that creature into Unity. More importantly, I am going to cover new methods and alternate ways of doing things in order to expand the tools available to you when rigging other characters. Some of the major topics that we will cover include what limitations game engines present when rigging a character, how to use deformers to add unique functionality to your rig, how to bake out a cloth simulation onto joints, instruction on what a final deliverable to animation should include, and testing our work in engine by doing post-tests and viewing the final results in game. By the end of this course, you will know how to create a production-ready rig for our creature and pick up some new techniques for rigging other characters, creatures, or props. Before beginning the course, you should be familiar with Autodesk Maya and have a basic understanding of rigging. I hope you'll join me on this journey to learn everything you need to know to build production-ready game rigs with the Creature Rigging for Games course only at Pluralsight.