Quick Start to Rigging in 3ds Max: Volume 5

Welcome to Volume 5 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
Intermediate
Updated
Sep 30, 2013
Duration
28m
Table of contents
Description
Course info
Level
Intermediate
Updated
Sep 30, 2013
Duration
28m
Description

Welcome to Volume 5 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 4. We'll start by learning how to bake character animations, in order to lighten our files. We'll then, learn how create corrective targets, to refine skin deformations. We'll even learn about point caching, and how it can be used to optimize our scenes even further. These courses are designed to be taken in sequence so we really encourage you to start with Volume 4 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
I'm Delano with digital-tutors, an Autodesk authorized training provider. Now let's welcome you to volume 5 of the Quick Start to Rigging in 3ds Max. This is 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 4. We'll start by learning how to make character animations in order to line in our files. We'll then learn how to create corrective targets to refine skin deformations. We'll even get into the topic of point caching and learn how can be used to optimize our scenes even further. These courses are designed to be taken in sequence. So we really encourage you to start with volume 4 before continuing with this section. We also encourage you to take advantage of the assignments that follow each volume. These assignments allow you to take what you have learned and apply those tools and techniques to your own projects. So with that, let's get to it.