Indie Game Development Pipeline Volume 6: Hero Character Rigging and Animation

In this volume of the Indie Game Development Pipeline, we'll learn about the process used to create animated assets for Unity with the help of Maya LT, a version of Maya specifically geared towards artists that would like to build their own games.
Course info
Rating
(16)
Level
Intermediate
Updated
Mar 20, 2014
Duration
3h 30m
Table of contents
Introduction and Project Overview
Indie Game Development Pipeline Volume 6: Hero Character Rigging and Animation
Setting up the Scene and Adding Leg Joints 7m Quickly Modifying a Joint's Orientation 7m Finishing Our Leg Chain and Mirroring It to the Opposite Leg 8m Organizing Our Scene and Creating Joints for the Root and Center-of-gravity 7m Working with the Insert Joint Tool 6m Creating a Pelvis Bone 2m Setting up Joints for the Helmet and Visor 3m Starting on the Character's Arm Chain 6m Using MEL to Reorient Joints 8m Adding Finger Bones 4m Creating a Joint Chain for the Thumb and Mirroring the Arm Chain 6m Skinning the Helmet 4m Skinning the Belt 3m Skinning the Hero's Boots 8m Mirroring Weights on Separate Pieces of Geometry 3m Binding the Character's Tunic 2m Binding the Gloves 7m Creating a Global Control 6m Designing Leg Controls 6m Adding Inverse Kinematics to the Legs 5m Setting up a Foot Roll System 6m Constraining the Feet to Our Intermediate Controllers 4m Creating Secondary Foot Controls 6m Finishing Our Foot Controls 8m Controlling the Torso 6m Setting up a Control for the Character's Center-of-gravity 3m Completing the Setup Process of the Hero's Upper Body 4m Creating Controls for the Neck, Helmet, and Visor 8m Setting up Controls for the Arms 7m Starting on the Hero's Finger Controls 6m Mirroring and Cleaning up Our Finger Controls 7m Finishing the Setup Process of Our Finger Controls 6m Double-checking Our Rig and Exploring Other Helpful MEL Tools 9m Setting up Our Scene for Animation 8m Reversing and Baking a Cycled Animation 8m More Techniques Used on Ghost Knight's Death Sequence and the Exporting Process 8m
Description
Course info
Rating
(16)
Level
Intermediate
Updated
Mar 20, 2014
Duration
3h 30m
Description

In this volume of the Indie Game Development Pipeline, we'll learn about the process used to create animated assets for Unity with the help of Maya LT, a version of Maya specifically geared towards artists that would like to build their own games. In this series, we'll focus on the rigging and animation process of the hero character. We'll learn how to approach building skeletons and control systems. We'll also cover skinning techniques for polished deformations. Once the rig is finished, we'll then jump into animation and learn how to create appealing performances with time-saving techniques that really work. By the end of this training, you'll have the understanding you need to rigging and animate your own hero models.

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
I'm Delano with Digital-Tutors, an AutoDesk authorized publisher. And I'd like to welcome you to this special course where we'll learn about the process used to create animated assets for Unity with the help of Maya LT, a version of Maya specifically geared towards artists who would like to build their own games. Now this course is just one of several in a series that focuses on the game development process from beginning to end. By this volume we focus on the rigging and animation pipeline of the hero character. We'll learn how to approach building the hero skeleton and control system, we'll also cover scanning techniques for polishing deformations, and once the rig is finished we'll jump right into animation and learn how we can create appealing performances with time saving techniques. And by the end of this course you'll have the understanding needed to rig your own hero models. So let's begin.