Rigging is an essential part of game development and it is integral in bringing the games that you love to life. This course will teach you the fundamentals of rigging characters for games. Software required: Maya 2017.
For many, rigging is the last area of game development they want to learn and it's easy to understand why. You don't play a game to be wowed by the controllers used to animate that dragon or marvel at the adventurer's joint system. It's one of those disciplines between forward facing art and back-end design that takes a back seat to most everything else you can see happening on the screen. However, understanding how to rig is what will take your dragon or adventurer character further than ever before and give them potential for a life of their very own. In this course, Game Character Rigging Fundamentals, you will find that rigging doesn't have to be overwhelming if you learn the fundamentals in a comfortable and digestible way. First, you will start the basics of creating joints and building a skeleton. Once that's complete, you will jump right into creating animation controllers and their constraints to help the joints move. After that, the character can be bound to the rig and you can modify those skin weights. Finally, to give the rig more complex movement, you will create set driven keys for elements like finger gripping and foot roll. By the end of this course, you will have everything you need to rig your characters and an excellent foundation for moving on to more advanced rigging. Software required: Maya 2017.
Course Overview Welcome to Game Character Rigging Fundamentals. My name is Winston Powell, and I'm an independent 3D game artist and animator. I'm teaching this course, because I want to help you get a head start on the fundamentals of rigging and share much of what I know about the process. I understand that rigging may seem like one of the least glamorous and most tedious aspects of development, but after overcoming that notion myself and jumping into this area, I feel much more rounded as a creator and can take my work further than ever before. The memory of my early days learning rigging is very fresh in my mind, because of the amount of time, patience, trial and error it required to grasp the tools and principles. Of my main objectives for this course is to introduce these oftentimes abstract concepts in a much more understandable way, so you can comfortably digest the content and be more confident in your approach to learning. We'll be covering the entire process for rigging this character, so by the time we're done, we'll have a fully poseable character who's ready for animation. The steps in this process include the major ones, such as learning about joints and where to place them when creating the character's skeleton, making animation controllers and constraining them in different ways to parts of the rig, applying smooth skin weights to our mesh and editing them with the paint skin weights tool and the component editor, and setting driven keys to drive complex movement, such as finger gripping and the inverse foot roll. We'll also talk about a bunch of little touches that I like to do to make the whole process much smoother for ourselves and anyone who may work from our file later on. By the end of the course, you will have everything you need to rig game ready characters and an excellent foundation for moving on to more advanced aspects of rigging. Before you start with this course, you should have an understanding of Maya's basic layout and controls; other than that, everyone should have no problem jumping into this course. So please, if you're curious about the rigging process or aspire to add this discipline to your game development arsenal, join me in the Character Rigging Fundamentals course at Pluralsight.