Introduction to Rigging in 3ds Max 2009

Learn essentials of rigging and establish a solid foundation. Software required: 3ds Max 2009.
Course info
Level
Beginner
Updated
Oct 16, 2008
Duration
4h 40s
Table of contents
Introduction and Project Overview
Introduction to Rigging in 3ds Max 2009
Establishing Naming Conventions 7m Linking Objects to Create Parent/child Hierarchies 8m Creating Bones in Max 7m Editing Bones in Max 10m Working with a Bone's Fin Adjustment Tools 10m Utilizing the Hi IK and Limb IK Solver 8m Rigging with the Spline IK Solver and Creating IK Solvers 9m Building Bones for the Leg and Connecting an IK Solver 6m Setting up Control Objects in the Leg Rig 7m Working with Max's Position and Orientation Constraint 9m Utilizing the Lookat Constraint 8m Rigging with the Link Constraint to Avoid Bone Skewing 3m Rigging with Groups 5m Customizing Max's User Interface 5m Wiring Parameters to Control Parameter Values 5m Working with Expressions 8m Choosing a Suitable Axis Order for Control Objects 3m Using Layers to Organize Your Scene 10m Deforming a Mesh with Bones via the Skin Modifier 8m Fine-tuning Envelope Deformations with the Weight Table 8m Editing Envelopes with the Paint Weights Tool 8m Mirroring Weights to Save Time 5m Exporting and Importing Envelope Data 3m Using Max's Bulge Angle Deformer to Correct Deformations 5m Exploring the Skin Morph Modifier 10m Rigging for Lip-sync Animation with the Morpher Modifier 14m Controlling Mesh Deformations with the Skin Wrap Modifier 7m Bonus: Working with Selection Sets 2m Bonus: Creating Quick and Easy Muscles with Bones 8m Bonus: Attaching the Muscle to the Character 6m Bonus: Setting up the Bones for the FK Spline Rig 9m Bonus: Adding Controls to the Spline Rig 4m Bonus: Controlling the Twisting of the FK Spline Rig 6m Bonus: Finalizing the Twist Distribution of the FK Spline Rig 7m
Description
Course info
Level
Beginner
Updated
Oct 16, 2008
Duration
4h 40s
Description

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.

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
[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