Learn essentials of rigging and establish a solid foundation. Learn flexible rigging methods, several rigging and character setup tools, and the essentials of building animator-friendly controls with 3ds Max. Contains over 3 hours of project-based training. Popular highlights include: Reference Coordinate System; Choosing an Axis Order for Control Objects; Custom Toolbars; Customizing Quad Menus; Layers; Expressions; Wired Parameters; Forward Kinematics vs. Inverse Kinematics; List Controllers; Position Constraint; LookAt Constraint; Orientation Constraint; Link Constraint; Control Objects; Control Object Reservoir; Bone Tools; Mirroring Bones; Scaling Bones; The IK Solvers of Max; Creating an FK Spline Rig; IK FK Snapping; Skin Modifier; Morpher Modifier; Skin Morph Modifier; Skin Wrap Modifier; Rigging Techniques; Custom Parameters; Smooth and Rigid Skinning; Painting Weights; Weight Tool and Weight Table; Mirroring Envelopes; Exporting Envelopes; Angle Deformers; Quick and Easy Muscles with Bones; Selection Sets. Software required: 3ds Max 2009.
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.
Introduction and Project Overview [Autogenerated] hi and welcome to introduction to Rigging in three D. S. Max, presented by digital tutors and auto deaths. Authorized publisher My name's Delano and I'll be your instructor as we venture through the process of learning the fundamental tools and techniques needed for raking in max, willing to become more familiar with the rigging tools Max provides and implement a workflow that one can comfortably use in a production pipeline using Max. We'll also learn several methods for building proficient setups that animators will find intuitive and valuable. Regaining character set up can seem daunting for some artists. So during the course of this training, our goal will be equipping you with more knowledge about the rigging process and help you learn a more flexible approach to this subject while completely understanding the essentials like understanding Max's bone tools, choosing a good naming convention for objects, creating expressions in utilizing wired parameters, making in constraining objects, exploit Max's inverse kin O Matic tools, skinning tools and techniques and ultimately learning how to build Riggs with an animator friendly type control system. With that, let's say we go ahead and get started by doing a quick discussion on choosing saw the naming conventions