内容介绍:
Duration 2h 32m
Difficulty Level Intermediate
Project Files Included
Software used
Autodesk 3ds Max 2014
What you will learn
Welcome to Volume 4 of the Quick Start to Rigging in 3ds Max, a series of specially constructed courses meant to be followed in sequence and interspersed with valuable exercises to reinforce learned concepts. In this volume, we'll build on the concepts covered in volume 3.
We'll start by learning how to create a facial skeleton with a dual jaw for more flexibility. We'll learn how to work with 3ds Max's Morpher modifier to create facial expressions. We'll even learn how to design our own fleshy eye rig to simulate skin-sliding effects around the eyelids. Overall, we'll focus on building an animator-friendly facial rig.
These courses are designed to be taken in sequence so we really encourage you to start with Volume 3 before continuing with this section. We also encourage you to take advantage of the assignments that follow each volume. These assignments will allow you to take what you've learned and apply those tools and techniques to your own projects.
Tutor
Delano Athias
1. Introduction and project overview 01:05
2. Creating bone objects for the neck, head, and jaw 08:48
3. Adding bones for the eyes and eyelids 10:51
4. Enveloping the face 06:13
5. Refining facial deformations 09:48
6. Weighting the eyelids 10:38
7. Fleshy eyes 13:21
8. Rigging the eyebrows 06:24
9. Skinning the eyebrows05:50
10. Setting up controls for the neck, head, and upper and lower jaws 15:03
11. Creating eye controls 08:01
12. Driving the eyelids with custom channels 06:59
13. Brow controls 10:56
14. Attaching the eyebrows and hair to follow facial deformations 07:07
15. Controlling the tongue 08:30
16. Facial expressions 08:07
17. Creating a facial control system 04:54
18. Cleaning up the rig 08:32
19. Volume 4 assignment 01:51
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