Description
Course info
Level
Beginner
Updated
Sep 2, 2013
Duration
2h 49m
Description

Welcome to the Quick Start to Rigging in 3ds Max. Quick Starts are a series of specially-constructed courses meant to be followed in sequence and include valuable exercises to reinforce learned concepts. We'll go through 3ds Max's rigging tools in a very methodical way, making sure to cover the tools and techniques that are most important in enabling you to get up and running quickly. Each volume of a Quick Start will build upon the previous volume, enabling us to progressively build up a complex project into a finished state. In this initial volume, we'll cover the basics of getting started with the rigging tools in 3ds Max. We'll learn how to create bones and work with Inverse Kinematics. We'll cover skinning tools and ways to improve our deformations with time-saving techniques. We'll also learn about constraints, how to set up control objects, and how to build systems with the Reaction Manager. While building a project together, you'll be provided with valuable knowledge, and the real power comes from being able to take the techniques you've learned and apply them in a different way to your own work. These courses are designed to be taken in sequence so we really encourage you to start with this volume and proceed all the way through to Volume 5. Software required: Autodesk 3ds Max 2014.

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
Hi, I'm Chris. And welcome to the Quick Start Series. Each volume of a Quick Start builds upon the skills learned in the previous volumes, letting you expand your knowledge with progressively more complex So make sure to watch them in order. After following along with the five volumes, as well as completing the assignments at the end of each volume, you're ready to dive deeper into the world's largest creative video training library. And with that quick introduction to this series, I'm going to hand it back to our tutor. Hello. I'm Delano with Digital-Tutors, an Autodesk Authorized Training provider. And I'd like to welcome you to the Quick Start to Rigging in 3ds Max. In this initial volume, we'll cover the basics of getting started with the rigging tools in 3ds Max. We'll learn how to create bones and work with inverse kinematics. We'll cover skinning tools and ways to improve our deformations with time-saving techniques. We'll also learn about constraints, how to set up control objects, and how to build systems with the Reaction Manager. While building a project together, you'll be provided with valuable knowledge. And the real power comes from being able to take the techniques you've learned and apply them in a different way to your own work. Now, with this in mind, you'll be presented with an assignment immediately following each volume. These assignments will challenge you to take the skills that you've learned in a particular volume and apply them to a different asset. These courses are designed to be taken in sequence, so we really encourage you to start with this volume and proceed all the way through until Volume Five. Also that you can take advantage of the periodic assignments along the way to get a full learning experience. And with that, we'll begin.