3ds Max: Character Rigging

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Free Online Course: 3ds Max: Character Rigging provided by LinkedIn Learning is a comprehensive online course, which lasts for 3-4 hours worth of material. The course is taught in English and is free of charge. Upon completion of the course, you can receive an e-certificate from LinkedIn Learning. 3ds Max: Character Rigging is taught by George Maestri.

Overview
  • Learn how to rig your 3D characters for realistic motion and animation with 3ds Max.

Syllabus
  • Introduction

    • Welcome
    • Using the exercise files
    1. Getting Set Up
    • Prepping the model for rigging
    • Setting up layers
    • Naming schemes
    2. Creating Skeletons
    • Drawing the leg chain
    • Adding bone fins
    • Mirroring the leg chains with bone tools
    • Positioning the hip bone
    • Drawing the spine
    • Positioning arm bones
    • Creating hand skeletons
    • Mirroring arm skeletons
    3. Creating Leg and Foot Controls
    • Positioning the foot control splines
    • Setting up inverse kinematics (IK) chains
    • Rigging the heel and toe controls
    • Rigging the main foot control
    • Controlling knee direction
    4. Creating Hip and Spine Controls
    • Configuring the main control
    • Setting up the spine
    • Head and neck controls
    • Creating shoulder controls
    5. Creating FK/IK Controls
    • Creating control skeletons for the arm
    • Constraining the control skeletons
    • Setting up the forward kinematics (FK) skeleton controls
    • Setting up the IK skeleton controls
    • Wiring up the FK/IK switch
    • Making controls appear and disappear
    6. Rigging Hands
    • Setting up the wrist control
    • Setting up finger FK controls
    • Getting the fingers to curl
    • Creating a control pane using attributes
    • Controlling finger spread
    • Rigging the thumb
    7. Skinning Characters
    • Applying the Skin modifier
    • Adjusting envelopes
    • Fine-tuning vertex weights
    • Advanced weighting tools
    • Mirroring weights
    8. Face Rigging
    • Understanding morph targets
    • Setting up a single-axis slider
    • Wiring parameters to control blinks
    • Setting up multiple-axis controls
    • Connecting parameters using Reactor
    • Creating a jawbone
    • Skinning the head
    • Controlling the jawbone
    • Controlling eye direction
    • Finalizing the face rig
    Conclusion
    • Next steps