Rigging Human IK Characters for Mocap in Maya and Motion Builder 2016

Autodesk's HumanIK control makes rigging characters for motion capture easier. This course will teach you how to set up a character, put it through a range of motion, and refine polygon deformations. Software required: Maya 2016, MotionBuilder2016.
Course info
Rating
(12)
Level
Advanced
Updated
May 23, 2016
Duration
1h 30m
Table of contents
Course Overview
Fundamentals and Character Evaluation
Joints, Skeleton Definition, and Characterization
Range of Motion, Data Exchange, and Weight Mapping
Rig Refinement, Hand Poses, and Scene Import for Production
Description
Course info
Rating
(12)
Level
Advanced
Updated
May 23, 2016
Duration
1h 30m
Description

Setting up characters is complex and subjective, and often unique to the particular character. Character rigging is one of the least understood areas of animation, even for expert Maya artists. Getting good character rigging results takes practice and commitment. In this course, Rigging Human IK Characters for Mocap in Maya and Motion Builder 2016, you will be using both Maya and MotionBuilder 2016 to rig a human character using HumanIK controls. After discovering how to complete the initial rigging, you will learn how to apply motion capture data, and you'll also learn how to begin testing and refining the character's rigging and weight mapping. After viewing this course, you will have a solid understanding of rigging using Autodesk HumanIK controls, and you will be able to apply motion capture data easily to your own rigged characters. Software required: Maya 2016, MotionBuilder2016.

About the author
About the author

Mark Butler is a veteran producer, character animator, technical director, and motion capture specialist. He has worked on a wide variety of animation projects for games, broadcast, and live events, for clients such as DC Comics, Atari, Warner Bros., Disney and Sony, as well as many independent productions.

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