In my opinion you should start learning 3dsMax or Maya (there are free student versions) and then choose one of the two. You could also use a program like Motion Builder to create the animations along with 3dsMax and Maya. for example, I think that Zbrush and Mudbox are fundamental in a 3d environment. They are both great 3d software, but ususally you won't use these two programs alone. I work with 3ds Max and I find it perfect for everything (modeling, rigging and also animating), but many autodesk users prefer Maya. I think that the best 3d softwares are 3dsMax and Maya, and Blender which is free. Modifying the preferred angle of a bone object 05:07ĥ2. Controlling the knees and setting up our paw roll systems 07:15ĥ1. Attaching our tail rig to follow the pelvis 04:28Ĥ6. Driving the transformations of the tail bones 05:47Ĥ4. Setting up control objects for the tail 06:52Ĥ3. Scaling the envelope object connected to the thigh 04:32Ĥ2. Adding controls for the scapulas 06:56Ĥ1. Connecting the Flexi systems to our vertebrae controls 03:57ģ9. Designing controls for the pelvis and thorax 06:19ģ4. Adding envelope objects to jiggle the thigh muscles 06:38ģ3.
Completing the installation of the left shoulder's muscle 07:14ģ1. Using a custom muscle to hold volume in the deltoids 06:26Ģ8. Connecting the neck to the spine 04:37Ģ7. Connecting a Flexi system to the creature's neck 07:51Ģ3. Creating bones for the head and ears 06:20Ģ2. Setting up bones for the fingers 07:21Ģ1.
Adding bones for the front legs and scapulas 07:44ġ8. Utilizing our Flexi system for the vertebrae 03:49ġ7. Cleaning up and exporting the Flexi system 04:13ġ3. Connecting the Flexi rig's envelope objects to its twist rig 05:11ġ2. Completing the Flexi rig's twist system 04:38ġ1. Controlling the twisting behavior of the Flexi rig's up vector objects 06:38ġ0. Starting the advanced twist control for the Flexi system 08:04Ġ9. Adding animation controls to the Flexi System 07:34Ġ8. Finishing the Flexi system's envelope objects 05:22Ġ7. Setting up the Flexi system's envelope objects 07:03Ġ6. Setting up a Spline IK system for our Flexi rig and organizing the scene 07:51Ġ5. Creating a Flexi system for spines and necks 07:53Ġ4.
Working faster by taking the time to customize 3ds Max 04:47Ġ3. Introduction and project overview 00:54Ġ2. By the end of this training, you will have the skill set needed to rig your own quadrupeds with confidence. We'll learn time-saving skinning techniques, and we'll also learn how custom muscles can be used to maintain volume as our creature's deform. We'll then build our creature's skeleton from the ground, up, and learn how the Flexi rig can be easily inserted to save us a lot of time.
We'll start by learning how to design a Flexi system for spines and necks that is modular and animator-friendly.
Описание: In this series of tutorials we will learn how to rig quadrupeds in 3ds Max. Digital Tutors - Rigging Quadrupeds in 3ds Max 2014