SO WHAT IS NEW IN THIS COURSE?
In this new Essential Series we expand our knowledge from volume one and we build on top! We continue building the ground pillars of our rig and make sure we build something that can constantly be evolved. Your focus will be targeted on the theory more then the actual shapes and looks of the character. Hopefully the design of this character will encourage you to try on your own models. You have to engage yourself in to the project by building your own setup. So you can make mistakes and struggle, because that is when you really learn. This series can only show you the way but you have to take responsibility for your own learning.
Requirements To Enter
- No prior experience with Rigging. This introduction targets the very beginner of Maya.
- 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
As always 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 2 Outline
20 Awesome Videos averaging 9 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. Modelling The Arm
Showing new modelling hotkeys and settings. How to approach simple geometry and how to think when you want to manipulate a characters geometry. This is basic geometry but the techniques are industry standards so you should just start to use them right away.
2. Ik Arm and Han
Building a simple ik arm with a hand joint is almost like setting up the leg. But while the differences are subtle the mistakes you can make here can be breaking your rig if you do not get them right from the beginning since they will be the root everything we later on build on top.
3. Fingers and Joint placement
So here we just go through the FK setup again, we talk briefly how this can be optimised with scripting because its repetitive.
4. Making a designated Attr Controller
It would be quite easy for us to start putting attributes on our IK control but what happens when we start adding in our FK arm and want to do a switch? All our attributes are on our ik arm while we are in fk mode, no no no.
5. Set Driven Keys (SDK's)
Big subject in Rigging and many other parts of the pipeline. SDK's are some of the most essentials of maya and have been around since the dawn of time - we should get our head around them and learn to use them.
6. SDK Graph Editor
Learning how to set up an SDK is good, knowing how we can change their behaviour in the graph editor is great!
So here we could actually just have build FK controllers instead we use IKs to make something a bit different. As mentioned many times, there are no right and wrong when you are deciding to use rotation or translations its just your animators preferences so ask your animators what they like!
8. Modelling Head and neck
Even though this little guy might not look like much there is certainly plenty of things we can talk about when it comes to just doing simple steps. How modelling simultaneously to what we are thinking is a powerful skill.
9. Head and neck basics
Yep its basically just FK's but there is a major pitfall you will start notice in beginner riggers rigs when it comes to middle controllers in most rigs, that pitfall is explained carefully here!
10. FK Eyes
So continuing to make controllers and shapes moving them around and making them logical for our animators.
11. Aim Constraint Class.
Like the first essentials class we had a full dedicated constraint class, the same is coming for this round. Now we talk about aiming. A super easy but hardcore tool if you know how to use it.
12. Eye Aim.
We apply the theory from lecture 11 and add it to our eye rigging setup. Now we have the power of fixing our eyes to points to avoid counter animation. Also we keep the eye position FK's so we can add animation on top of our aim. Good stuff!
13. Ik Strings
Sometimes we need to build something that is not for the better of the rig but for the better of our animators. Its important they find the rig fast and intuitive to work with so they can produce as much cool animation with our character as possible.
14. Mirroring A
So we need to rebuild everything in the right side. This lecture talks about the basic pitfalls. I will almost recommend anyone to watch this video before they start on anything its so basic but so easy to make mistakes
15. Mirroring B
Continuing on the mirror lecture expanding knowledge on how to move things over and reusing what we have from the opposite side.
Basic skinning, a few heads up but very soft introduction to the tool itself which cannot be explained in a small 9 minute video so we will do more skinning in the future but for now we stay very simple.
17. Locking down!
If an animator finds a controller with a channel thats open they will expect to be able to animate on it. So be prepared to close down your rig as much as possible. Not only for your sake but also because you want them to spend their time on what is actually working and not sit and try to figure out why a certain channel is not doing anything. Its time to tighty up!
18. Pupils .
Setting up some basic pupil scale to give our character a minimum amount of expressions. But if you want to just do a slightly kind of expression the eyes are the place to start!
19. Simple Spaceswitch.
Many beginners thinks everything has to be way harder then it actually is. That is also why a subject like rigging is so overestimated. People avoid it because they call it technical. This lecture shows something very powerful by using things everyone who has used maya for 10 minutes will know and yet no one does it.
20. Clean Up and double transformations
We take a look at our character at its current state. Do some final touches before we wrap up these round of 20 essentials.