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A production-based approach to character animation for games.
$59.99
Software: Maya 8.0 and up*
Run Time: 6 hrs. 9 min., 4 discs
Availability: Ships next business day
Learn
a production workflow to game animation and time-saving methods for
creating game-ready characters rigs, non-linear animation, and adding
appeal. Contains over 6 hours of project-based training for artists
learning character animation for next-generation games.
Popular highlights include:
* Rigging Techniques for Games
* Scene Organization
* Custom Shelves
* Creating Control Objects with MEL
* Constraints
* Advanced Spline IK Twist control
* Alias Attributes
* Binding Techniques
* Rotation Order
* Follow-through
* Exaggeration
* Arcs
* Timing and Spacing
* Weight
* Cycling Animation
* Animated Transitions
* Character Sets
* Trax Editor
*
You may use Maya version 8.0 and up to follow along with the training.
X-Ray Joints is the only feature that we discuss that is available in
Maya version 2008 and up only.
Lesson Outline:
1. Preparing the scene for rigging 9:09
2. Building a custom shelf 3:17
3. Creating MEL buttons to generate control objects 10:46
4. Constructing the character's legs 11:04
5. Setting up control objects for the legs 9:58
6. Finishing the leg controls 6:45
7. Building the spine 5:45
8. Rigging the spine using the Spline IK tool 4:51
9. Establishing the hip and chest control objects 12:28
10. Finalizing the spine controls 5:57
11. Efficiently controlling the neck and head 5:35
12. Finishing the head rig 9:30
13. Building the left arm 9:58
14. Controlling the left arm 9:25
15. Custom attributes for the fingers 7:13
16. Rigging the right arm 7:42
17. Setting up the forearm twist via the Connection Editor 3:19
18. Controlling the shoulder pads 7:25
19. Manipulating the back hoses 8:20
20. Utilizing Global Scale 7:41
21. Adding Character and Sub-Character Sets 6:45
22. Binding the character to the skeleton 6:47
23. Adding influence to the chest plate and shoulder pads 7:10
24. Painting weights on the hip 6:41
25. Fixing the deformations of the fingers 10:35
26. Adding falloff to the right arm?s hose 10:38
27. Modifying the weights of the back hoses 8:12
28. Choosing a suitable rotation order for control objects 4:44
29. Starting the run animation / posing the contact position of the run 8:49
30. Animating the peak position of the run 10:11
31. Cycling the run / fine-tuning the flow of the lower body 13:01
32. Finalizing the legs 11:40
33. Shifting the hips in the Z axis 6:42
34. Keeping the upper body balanced throughout the run 5:24
35. Adding follow-through to the upper body and head in the X axis 7:51
36. Animating the twisting of the upper body and head during the run 6:11
37. Wrapping up the upper body 5:13
38. Starting on the arms 10:32
39. Finishing the arms 9:42
40. Animating the shoulder pads 8:37
41. Adding follow-through to the back hoses, finishing the run cycle 8:27
42. Upper body recoil for the point animation 4:02
43. Enhancing the planted foot during the point animation 3:05
44. Creating arm jiggle to show the weight of the weapon 4:43
45. Creating animation clips to quickly retrieve animation data 12:28
46. Other animation examples 8:35
47. Bonus: Animating transitions 4:42
48. Bonus: Removing attributes from Character Sets 2:05
Total Run Time: 6:09:40
Specifications
Item #: MAT-1042
Software Requirement: Maya 8.0 and up*
Run Time: 6 hrs. 9 min., 4 discs
Format: CD-ROM
Platform: Mac / PC
Availability: Ships next business day
Weight: 0.40 lbs
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