Learn a production workflow to creating advanced character rigs with an
emphasis on toon, squash and stretch rigging techniques, and the principles of
building solution-based rigs. Contains over 7 hours of project-based
training for animators and setup artists learning the processes of creating
stylized toon rigs with animator-friendly controls. Perfect for experienced
artists.
|
1. |
Introduction and project overview |
2:23 |
|
2. |
Discussing the scene |
8:24 |
|
3. |
Using the MEL window to easily access
controls |
11:21 |
|
4. |
Finishing the setup of the custom
window |
6:07 |
|
5. |
Starting the construction of the rig -
rigging the feet |
9:00 |
|
6. |
Setting up the Reverse Lock feature |
7:15 |
|
7. |
Using
a unique concept for a foot control |
9:59 |
|
8. |
Finishing the setup of the foot control |
10:40 |
|
9. |
Connecting the custom attributes for the
feet |
10:14 |
|
10. |
Creating an improved Foot Bank rig |
9:55 |
|
11. |
Adding
a stretchy feature to the legs |
12:12 |
|
12. |
Continuing the stretchy limb setup |
8:20 |
|
13. |
Finishing the legs |
11:52 |
|
14. |
Starting on the spine |
9:53 |
|
15. |
Using
an advanced twist setup for the upper
body |
9:43 |
|
16. |
Utilizing a concept for natural spine
performance |
7:12 |
|
17. |
Creating an extendible spine |
12:28 |
|
18. |
Adding
volume as the spine squashes and
stretches |
10:12 |
|
19. |
Connecting the Volume Interface Controls
to influence the spine |
10:41 |
|
20. |
Completing the Volume User Interface |
6:03 |
|
21. |
Utilizing a concept for Multi-Parent
control objects |
7:54 |
|
22. |
The
head control |
10:37 |
|
23. |
Rigging the eyes |
7:49 |
|
24. |
Wrapping up the control for the eyes |
9:13 |
|
25. |
Setting up the hat |
9:49 |
|
26. |
Starting on the arms |
9:04 |
|
27. |
Creating the arm controls |
11:49 |
|
28. |
Basic
connections of the left arm |
5:29 |
|
29. |
Basic
connections of the right arm |
6:20 |
|
30. |
Adding
a stretchy arm feature |
14:11 |
|
31. |
The
Arm Follow Switch |
7:32 |
|
32. |
Rigging the fingers for a wide range of
control |
11:26 |
|
33. |
Finishing the fingers |
5:24 |
|
34. |
Establishing good rotation orders for
control objects |
6:03 |
|
35. |
Modeling blend shapes |
8:44 |
|
36. |
Seamlessly mirroring blend shapes |
12:24 |
|
37. |
Efficient, user-friendly control for
blend shapes |
10:04 |
|
38. |
Finishing the setup of the facial
control |
6:25 |
|
39. |
Pinning the loose assets to a bound mesh |
8:06 |
|
40. |
Continuing the pinning process of assets
on the Watchman's shirt |
9:26 |
|
41. |
Completing the pinning process for the
shirt |
5:58 |
|
42. |
Pinning for the lower body and preparing
the setup of the flashlight and keys |
13:31 |
|
43. |
Creating a control for the flashlight
and setting up its attachment to the
Watchman |
12:12 |
|
44. |
Controlling and animating the control of
an object's pivot |
7:48 |
|
45. |
Finishing the flashlight |
3:35 |
|
46. |
Beginning our work on the keys |
9:44 |
|
47. |
Adding
custom attributes to manipulate the keys |
8:27 |
|
48. |
Continuing the connections between keys
and the custom attributes that control
them |
12:12 |
|
49. |
Wrapping up the keys and creating
character sets |
9:10 |
|
50. |
Creating a MEL window to quickly switch
between each character set |
14:09 |
|
51. |
Finalizing the rig of the Watchman |
10:18 |
|
52. |
Conclusion |
1:43 |
| |
Total Run Time: |
7:50:30 |