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.
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.
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.
Course Overview Hi, and welcome to Rigging Human IK Characters for Motion Capture in Maya and Motion Builder 2016. My name's Mark Butler, and I'm an animator and technical director. Setting up characters is complex and subjective, and often unique to the particular character. Character animation is one of the least understood areas of animation, even for expert Maya artists. Getting good character animation results takes practice and commitment. In this course, we'll be using both Maya and MotionBuilder to create characters using the Human IK controls. After the initial rigging in Maya, we'll apply the motion capture data in MotionBuilder, and then begin testing and refining the character's rigging. Then, we'll send the character back to Maya to do these edits. After viewing this lesson, you'll have a solid understanding of rigging characters using Autodesk's Human IK controls, and will be able to apply motion capture and keyframe animation, which is known as hybrid animation, easily to your rigged character. This course targets technical artists, modelers, animators, game artists, and other 3-D artists dealing with motion capture data for humanoid characters. I'm assuming you have some experience in Maya and MotionBuilder, including asset manipulation, keyframing, and joint manipulation. Any experience you have in rigging and weight mapping will be a plus for this course. Alright, well let's get started.