WHAT IS ON FOCUS IN THIS COURSE?
We continue with our rig but in this volume we have a lovely design to work on. The reason why there was no design made before was to keep the focus on mechanics of rigging. In this volume we open up the world of deformation with a big focus on skinning. We also introduce IKFK switching and talk about theory, nodes and node editors. You will learn how to use the skinning tools with more freedom then anyone around you. Its been a pleasure seeing so many enjoying the essentials series that it is a walk in the park and enjoyable to make the next.
Requirements To Enter
- No prior experience with Rigging. This introduction targets the very beginner of Maya.
- While you can do this volume on its own its highly recommended to do the previous two first.
- The course is in Maya 2017 – Student version will do fine and Can Be Picked Up Here
(An absolute beginner can take this course to hit the ground running)
What Will Be Provided
You receive all rigging files made inside the course. Most of the time the video number correspond directly to the name version of the Maya file you will get – giving you an easy overview of where to look should you get lost in some of the lectures.
What If I Want To Use My Own Character?
I encourage you to do so! If you have friends who have models lying around they do not need or if you see someone on the internet who is doing models you like then try and write to them and say you are interested in rigging. Most of the time people happily give away their models because they love to see them come to life! That is the joy of rigging!
Kasper Larsson In Short Words
I have worked in the film industry and as Computer Graphics instructor and have there fore experience not only in the industry but also on how to communicate that to someone who has not. I will be able to put myself in your place and understand your struggles because I have seen it before. There is not a problem we cannot solve together.
Some Of The Titles I Have Wrapped
- Star Wars – Episode 8
- Avengers 2 – Age Of Ultron
- Warcraft – The Beginning
- Guardians Of The Galaxy
- Amazing Spider Man 2
On top I have worked in Virtual Reality, Commercials and on-set as a pre-visualisation asset builder, in both Pinewood and Leavesden Studios.
Pricing & Enrolment Options
Something that will really set you apart and put you ahead of the game. Investing in your future has certainly never been easier or cheaper then now. If you want to scout the internet for something similar you will have a hard time finding this concentrated into simple quick introduction videos.
20 Essentials Vol 3 Outline
20 Awesome Videos averaging 18 minutes.
Continue your juurney in rigging today! Seriously just get to it – no more procrastination. You will have a hard time finding so much concentrated knowledge in one place anywhere on the internet. If you really are interested in moving your skills forward build up a foundation that does not break.
1. Updating The Rig To The New Model A
In the first video we take a good look at the new character and talk about the layout of the geometry. We start to update our rig to fit the new design. Its important to understand how to reuse what you have and what you need to redo. That way you do not end up doing double work.
2. Updating The Rig To The New Model B
Continuing to update our rig. We move legs a bit and resuse almost all of them. While we have to redo the arms and fingers. How much can we save from it and what do we need to throw away.
3. FK Arm
We start building our FK arm talk about the joint placement and how to prepare to make our switch.
4. IKFK Theory
What is an IKFK switch and what does it do – even more important, how does it actually function. Its important to understand what is going on under the hood so we can expand on it later.
5. Introduction to the Node Editor
Going forward with our IKFK switch we have to understand how the node editor inside maya functions. This super powerful part of maya is key to become a good TD. In any field. Almost every part of the CG pipeline is at some point going to work with the Node Editor.
6. Switching Visibility and the Reverse Node
You will learn a new node inside maya in this lecture and use it immidiately to improve the standard of your rigs.
7. Ik Spine
While we will only build the very foundation of an IK spine this still introduces one of mayas most powerful rigging tools. The Ik Spline. While this lecture will only touch the surface of this tool you should still start to see the pros of using it in your rigs.
8. Setting up the Jaw
Jaw Rigging might not sound like the most exciting part of a character and still there is actually a whole lot of thought process put in to placing it correctly and be aware of the consequenses it will have on the look of your character if you get it wrong.
After having done the spine it is neccesery to tab down a bit and just do some good old FK controllers.
10. Tongue and Scripting
In this lecture we use a small script to apply our constraints. You will see how fast your rigging will become when you start to learn scripting.
11. Tail Rig on a Double Joint FK Chain
Sometimes we want a big amount of joints to create a smooth surface but we do not want a controller for each joint. In this lecture we talk about how we can have a lot of joints and still use simple FKs to create a smooth chain for our tail.
12. FK Fingers
Placing finger joints and making them FK sounds simple and yet most rigs have fingers that look and works like big sussages. Mostly due to bad joint placement. While making FK fingers does not sound like a super interesting task specially to redo, it is one of the most essentials of being a good rigger.
13. Prepping for Skinning
You will learn to pick apart what joints you want to skin to and which ones should just be mechanical joints. We never skin to all joints in a rig. Except if we are working on game rigs of course. In this video when we are making an animation character we will build a ton of joints but not need all of them as influencers.
14. Hitting The Skin Button
Introducing the skinning tool in maya. As a rigger we spend a whole lot of time scripting and making deformation. The coolest thing about rigging is when you can start to see your character come to life and that happens in this process so enjoy it!
15. Blocking in weights
There are as many ways of approaching skinning as there are different ways of rig. Its all up to you to learn your own workflow and find what you think is comftable. We go more in depth of the skinning tool here.
16. Copying Weights to a new mesh
A lecture where we once again have a model change. We could easily live wihtout this change but we do it anyways because inside a production pipeline you will receive tons of model updates while working on yoru rig its important to know how you efficiantly can move your deformers from one mesh to another.
17. Eye Blink
This course is not a facial rigging course but building a simple eye blink is important for us to give our character a bit of life. We set up a fun little squahs and stretchy eye rig.
18. Skinning and eye blink and adding joints
We want to be able to add joints to our skinCluster so we can keep enhancing the complexity of our rig.
19. Nose and Nostrils
Adding a nose and some nostrils for the creatures head. Learning a bit more about skin weights.
20. Cleaning up and locking down.
FInal lecture for these 20 essentials ends with locking down our rig checking if our naming is solid. Hide our mechanics so our animators do not have to bother with looking at them but also so they do not set keys on anything we do not want them to.