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xdvd0924d |
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Maya產品角色綁定教程 Digital Tutors Character Rigging for Production in Maya 2011 68 lessons 英文版 零售版 DVD |
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1片 |
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200 |
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23229 |
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Maya產品角色綁定教程 Digital Tutors Character Rigging for Production in Maya 2011 68 lessons 英文版 零售版 DVD |
由Digital Tutors 公司2010年6月最新出品的Digital Tutors Character Rigging for Production in Maya 2011 教程,Maya2011產品角色綁定教程,極專業的角色動畫設計與角色骨骼動畫綁定裝配教程.教程時長久9小時之多。
教程所使用的軟件:Maya 2011
In this course, we will cover tools and techniques for setting up character rigs in Maya. 在這個教程中,我們將全面介紹Maya 2011角色綁定設置技術和相關的工具
Runtime: 9 hrs. 37 min. Software: Maya 2011 Release Date: 06/01/2010
In this course, we will cover tools and techniques for setting up character rigs in Maya.
Step by step, we'll construct a control rig that is robust and animator-friendly. We'll learn everything from proper joint placement and techniques for correcting a joint's orientation to learning fun ways we can preserve volume as our mesh deforms and how to make our controls efficient and easy to comprehend. We'll also learn how to build some fun MEL tools that will help speed up our workflow, bringing that time back into constructing our control rigs with the best methods.
Lesson Outline (68 lessons) 1. Introduction and Project Overview 2. Prepping Our Scene 3. Creating a Renaming Tool 4. Building the Left Leg Joint 5. A Technique for Re-orienting Joints/Finishing the Leg Joints 6. Setting-up Foot Roll Joints 7. Creating a Tool that Generates a Box Curve 8. Scripting a Joint Curve 9. Constructing Foot Controls 10. Setting up the Foot Controls/Rigging the Toe Bend 11. Rigging a Foot Bank 12. Finishing the Foot Bank Rig 13. Adding Knee Controls 14. Establishing Knee Association Curves 15. Writing a Script to Generate Joints on each Selected Vertex 16. Building the nSpine Joints 17. Adding in a Spline IK / Initial Connections of the nSpine 18. Creating Upperbody Control Curves 19. Starting to Add Twisting to our nSpine 20. Setting up the Initial Twisting in the nSpine 21. Completing the Setup of the nSpine Locators 22. Choosing a Stable Rotate Order for Control Objects 23. Finishing the nSpine 24. Building the Shoulder and Arm Chains 25. Building Finger Joints 26. Rigging Shoulder Controls 27. Establishing IK Arm Controls 30. Dynamically Parenting the Arm Controls 29. Establishing Elbow Association Curves 30. Dynamically Parenting the Arm Controls 31. Setting up IK/FK Switch Controls 32. Building FK Controls of the Arms 33. Finishing the FK Arm Controls 34. Dynamically Orienting the FK Arm Controls 35. Creating a Tool that Parents Shape Nodes 36. Starting on Finger Controls 37. Finishing the Finger Controls 38. Building Arm/Forearm Twist Joints 39. Establishing Arm/Forearm Twist Controls 40. Wrapping up our Forearm Twist Rig 41. Rigging the Left Arm with an Auto Clavicle Feature 42. Setting up an AutoClavicle on the Right Arm 43. Building the Neck and Head Bones 44. Establishing a Head Control 45. Dynamically Parenting the Head Control 46. Creating Facial Joints 47. Renaming and the Facial Joints 48. Building Facial Controls 49. Adding Parent Controls to our Facial Rig 50. Wrapping up the Facial Controls 51. Blinking the Eyes 52. Constructing Eye Controls 53. Dynamically Parenting the Eye Controls 54. Starting to Rig the Eyes 55. Finishing the Left Eye 56. Finishing the Right Eye 57. Cleaning up the Scene / Adding a Global Control Curve 58. Adding a Character Set 59. Binding the Character / The Magic of Dual Quaternion Skinning 60. Binding the Eyebrows / Blocking in Weights with Dual Quaternion Skinning 61. Refining the Deformations of the Head 62. Finishing the Weights on the Left Leg 63. Wrapping up the Weights on the Left Hand 64. Adding and Editing Influence Objects 65. Finalizing the Left Arm's Weights 66. Painting Weights on the Neck 67. Double-checking Deformations 68. Mirroring Skin Weights / Finishing the Character Rig
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