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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.

Intermediate
28m
(3)

Created by

Last Updated Jul 31, 2021

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  • Course

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.

Intermediate
28m
(3)

Created by

Last Updated Jul 31, 2021

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What you'll learn

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.

Quick Start to Rigging in 3ds Max: Volume 5
Intermediate
28m
(3)
Table of contents

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