Quick Start to Rigging in 3ds Max: Volume 2

Welcome to Volume 2 of the Quick Start to Rigging in 3ds Max, a series of specially constructed courses meant to be followed in sequence and interspersed with valuable exercises to reinforce learned concepts. Software required: Autodesk 3ds Max 2014.
Course info
Level
Beginner
Updated
Sep 9, 2013
Duration
60m
Table of contents
Description
Course info
Level
Beginner
Updated
Sep 9, 2013
Duration
60m
Description

Welcome to Volume 2 of the Quick Start to Rigging in 3ds Max, a series of specially constructed courses meant to be followed in sequence and interspersed with valuable exercises to reinforce learned concepts. In this volume, we'll build on the concepts covered in Volume 1. We'll start by learning how to create expressions. We'll discuss how to approach choosing Axis Orders for control objects to helper prevent Gimbal Lock. We'll learn a cool technique for cleaning up transformation values on constrained objects, and how to set up dynamic parenting systems to make our rigs more flexible. We'll even get into the topic of Morph Targets, and learn how they can be used for facial animation. These courses are designed to be taken in sequence so we really encourage you to start with Volume 1 before continuing with this section. We also encourage you to take advantage of the assignments that follow each volume. These assignments will allow you to take what you've learned and apply those tools and techniques to your own projects. Software required: Autodesk 3ds Max 2014.

About the author
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hello, I'm Delano with Digital-Tutors, an Autodesk Authorized Training Provider. And I'd like to welcome you to volume two of the Quick Start to Rigging in 3ds Max, a series of specially constructed courses meant to be followed in sequence and interspersed with valuable exercises to reinforce learned concepts. In this volume, we'll build on the concepts covered in volume one. We'll start by learning how to create expressions. We'll learn how a control objects axis order can be used to help prevent Gimbal Lock. We'll learn a cool technique for cleaning up transform values on constrained objects, and how to set up dynamic parenting systems to make our rigs more flexible. We'll even get into the topic of morph targets and learn how they can be used for facial animation. Now, these courses are designed to be taken in sequence. So we really encourage you to start with volume one before continuing with this section. We also encourage you to take advantage of the assignments that follow each volume. These assignments will allow you to take what you've learned and apply those tools and techniques to your own projects. So with that, we'll get started.