In this collection of lessons, we will learn about a wide variety of useful techniques for animating game characters. In this course, we will animate a character for a game in Maya. We will explain workflow techniques that will help us to not only save time with our animations, but at the same time, capture a fitting and entertaining personality through the gestures of our character that an audience will enjoy. By the end of this course, you will learn animation techniques that can be applied to any character you may animate in the future. Software required: Maya 2011 and higher.
(2011) Digital Tutors: Rigging Game Characters in Maya 2011
In this collection of lessons we will learn about a wide variety of useful techniques for rigging game characters. In this course, we will rig a character for a game in Maya. We will cover techniques like setting up our joints to have a consistent orientation throughout the entire skeleton, we will build a twist rig to fix deformations that collapse in animation, we will learn how to create a foot rig with more banking control, and even cover creating a robust and flexible spine rig with advanced twisting. We will also discuss weight painting techniques that help to speed up that process, making it less intimidating and instead more of an enjoyable experience. By the end of this course you will learn rigging techniques that can be applied to any rig you build. Software required: Maya 2011 and higher.
For those whose unenviable job is rigging characters for animation, Maya 2011 delivers welcomed help with new rigging tools, improved paint weighting, and integration with HumanIK. The new interactive skin binding tool quickly sets initial weights by adjusting handles on a volume manipulator that in turn adjusts bone influences. Once you finish initial weighting, you can now easily make refinements with the improved paint-weighting tools. And to prevent mesh kinks and twists in even the best rig Maya has a new dual quaternion skinning option that reduces unwanted artefacts.
With this character rigging course we will take on the challenge to visualize and build realistic production ready character rig and robust facial rig that meets the industry standard and pipeline. We will begin by building a realistic body rig that delivers believable and anatomically correct deformation driven by physics based anatomy created with ZIVA VFX (a plug-in with an offline FEM anatomy simulator) software which reduces the time and cost required to build life-like, anatomical characters for films and games. The second half of the workshop focuses on creating a believable facial system based on FACS system to re-create life-like facial emotion and expression. The facial setup is created using BCS (Blendshape Combination System) tool-set. The workshop emphasizes on creating realistic character rig that are not just believable to the eyes but also performs well thanks to the array of modular and dynamic rigging approaches we will be implementing. We will be integrating state of the art techniques to build a film quality rig that delivers believable and anatomically correct body and facial deformation!
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