During this 3ds Max tutorial, we will take a look at modeling and rigging a cartoon shark with principles that can be applied to other marine creatures. This training series looks at the modeling and rigging considerations of a cartoon shark in 3ds Max. We look at creating a basic FK skeleton for our shark model and the skinning consideration we need to think about to create some great deformations. We then expand upon our basic FK rig by using Max's built-in modifiers to create an automated swim cycle, finally finishing the tutorial with a quick look at a controller system and corrective shapes. Software required: 3ds Max 2011 SP2.
With a background in graphic/multimedia design, 2D/3D animation, and computer technology, Stewart has been lucky enough to work with a number of studios, and for various media ranging from print, education, video games, TV broadcast, commercials, and feature film.
Introduction and Project Overview <<MUSIC PLAYING>> Hi, my name is Stewart Jones, and I'll be your instructor of the upcoming video tutorials on how to rig a shark in 3DS Max. I've been lucky enough over the years to work as an animator, a character TD, a technical animator, a CG supervisor. Whether it be for visual effects for film, TV commercials, or games, I'm pretty lucky in the fact that I've had the opportunity to work pretty closely with pipelines over the time that I've been doing this. So what that means for our shark is that we can really think about how to rig this for a game, how to rig it for TV, and how to rig it for film all at the same time and try to really push them all together. So that's what we're going to really try and work out as we go along. What does it take to get it into a game engine as opposed to getting it on the big screen for film? So hopefully there should be a lot of stuff that we can cover that's a little bit different. Yeah, and it should work for games and film as well, so that's our main goal. So let's get to it.