Mastering Digital Design - Learn Technical Rigging for Creatures and Characters for Games and Film


  • Mastering Digital Design - Learn Technical Rigging for Creatures and Characters for Games and Film, Singapore elarning online course
  • Mastering Digital Design - Learn Technical Rigging for Creatures and Characters for Games and Film, Singapore elarning online course
  • Mastering Digital Design - Learn Technical Rigging for Creatures and Characters for Games and Film, Singapore elarning online course
  • Mastering Digital Design - Learn Technical Rigging for Creatures and Characters for Games and Film, Singapore elarning online course
  • Mastering Digital Design - Learn Technical Rigging for Creatures and Characters for Games and Film, Singapore elarning online course
  • Mastering Digital Design - Learn Technical Rigging for Creatures and Characters for Games and Film, Singapore elarning online course

Course Description

Before you can animate characters and creatures – these creations must be setup with a process called “rigging”. These courses act as a guide through a vast understanding of how the technical aspect of rigging can be completed with ease, to prepare you for your career as an animator. In the Bipedal Rigging Series, we take a thorough look at the complete process of rigging, creating bones, skinning, and painting weights of a character from start to finish in Maya. In this course, Justin Harrison gives us a thorough introduction to Autodesk's Motion Builder, as well as instructor Chad Robert Morgan, who will go through the features of Human IK within Maya.

Learn tips and tricks of creating dynamic animation and games design.

- Know about the different branches in animation
- Learn about what goes into making a successful animation
- Understand better about the designing process with this course
- Be able to create your own monsters and creatures at the end of this course


Course Objectives

1. Learn about the rigging process
2. Understand the process of rigging for animated characters
3. Know about the different parts of the rigging process
4. Be able to utilize Autodesk Motion Builder for rigging
5. Understand features of Human IK in Maya  
6. Be able to create a character with Human IK


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Content

The Bipedal Rigging Series - Volume 1

Preview Available

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Overview and Principles

Chapter 3 - Building the Base Skeleton

Chapter 4 - Joint Chains

Chapter 5 - Control Handles and Custom Attributes

The Bipedal Rigging Series - Volume 2

Preview Available

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Chapter 1 - Introduction

Chapter 2 - Different types of IK

Chapter 3 - IK for Arms and Legs

Chapter 4 - Control Handles for Joints

Chapter 5 - IK and FK Switches for Arms

Chapter 6 - Reverse Foot Setup Part 1

Chapter 7 - IK and FK Switches for Legs

Chapter 8 - Skin Binding

Chapter 9 - Painting Skin Weights Part 1

Chapter 10 - Painting Skin Weights Part 2

Chapter 11 - Reverse Foot Setup Part 2

Chapter 12 - Setting up Finger Attributes

Chapter 13 - Optimizing Control Handles

Chapter 14 - Setting up a Dynamic Hair Curve

Introduction to MotionBuilder

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Intro to Motion Capture

Chapter 3 - Rig and MoBu Intro

Chapter 4 - Characterization

Chapter 5 - MoCap Data Setup

Chapter 6 - MoCap Data Setup 02

Chapter 7 - Control Rig

Chapter 8 - Control Rig 02

Chapter 9 - StoryMode

Intro to Human IK in Maya

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Resource Files

Chapter 1 - Intro

Chapter 2 - Compare and Contrast with MotionBuilder

Chapter 3 - Characterize a Skeleton

Chapter 4 - The Control Rig

Chapter 5 - Defining a Custom Rig

Chapter 6 - Retargeting

Chapter 7 - Advanced Features

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