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via Udemy |
Go to Course: https://www.udemy.com/course/bittersweet-pumpkin-chapter-03-rigging-the-body/
In this course you learn about the whole workflow starting from a concept to a finished sequence using industry standard packages. The techniques used in this course are suitable for small to medium studios. The software used are:Zbrush to create the model , Maya for Rigging and Animation while I used 3DS Max for VFX and rendering.Each chapter can be watched separately. so you can jump between chapters at your ease.Chapter 03: Rigging the Body in MayaThis is the meat and potato of any animation! Here where we prepare the character to be animated. We begin building the information layer by layer to keep the learning curve as smooth as possible. We start the rigging from scratch, no scripting is required. We begin working on the largest areas down to the smallest areas to make process easier for us. We make sure to implement all the possible range of movement for the body to allow the animator to push things as far as they want. Characters that are anatomically incorrect represent some extra challenges to rig them. So, we use our knowledge to work around that and come up with a decent rig.Squash and stretch are crucial for such a character so, we make sure to implement a flexible system that allow the animator to feel at ease when working with our rig. For this particular character we create a "hybrid setup" for the stem to lessen the burden on the animator and let the simulation do the work for us. We finish this chapter by including a global scale for our rig and make sure that everything is working as expected.