Description
Course info
Level
Intermediate
Updated
Sep 23, 2013
Duration
2h 33m
Description

Welcome to Volume 4 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 3. We'll start by learning how to create a facial skeleton with a dual jaw for more flexibility. We'll learn how to work with 3ds Max's Morpher modifier to create facial expressions. We'll even learn how to design our own fleshy eye rig to simulate skin-sliding effects around the eyelids. Overall, we'll focus on building an animator-friendly facial rig. These courses are designed to be taken in sequence so we really encourage you to start with Volume 3 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
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
Hello. I'm Delano with Digital Tutors, an Autodesk authorized training provider. I'd like to welcome you to volume for 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 modern concepts. In this volume, we'll build on the concepts covered in volume three. We'll start by learning how to create a facial skeleton with a dual draw for more flexibility. We'll learn how to work with 3ds Max's morpher modifier to create facial expressions. We'll even learn how to design our own fleshy eye rig to simulate skin sliding effects around the eyelids. Overall, we'll focus on building an animator-friendly facial rig. Now, these courses are designed to be taken in sequence, so we really encourage you to start with volume three 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, let's get started.