Apr 07, 2011 — 5 comments
Hi friends, welcome to yet another new section in Autodesk Maya. This is the first chapter of Rigging in Maya, We will discuss about different option on creating a skeleton or joint structure in Maya. This first chapter will cover the basic of joint creation and how to manipulate them in Maya scene. Hope you will enjoy.
Stretchy bones are very essential for cartoon character rigging and exaggerated animations. In this video you will learn how to create Stretchy bone system in Autodesk 3Ds Max with help of some very little expression. Even if you are not very familiar in max script or expression still you will be able to understand it easily.
In this quick introduction, we'll look at how customizable 3DS Max is to your particular needs. You can adjust the viewports, add statistics, change the colours of just about everything and save or load a custom UI of your own!
This is the second part of the previous chapter of Rigging in 3Ds Max. Continuing from the last chapter we will learn how to add a controller with the IK-FK system we created in the last chapter. You should have the knowledge of reaction manager in 3Ds Max before you go through this chapter. Hope you will enjoy this.
In the 6th chapter of the series we will learn about the controllers of leg. here we will learn how to create the controller of foot, lower hip part and also the controller of knee.
In the 5th chapter of the series of rigging in 3ds max we will learn how to create the foot bone structure of the character . For creating this structure we will use the reverse foot technique. we will also learn how to create the finger bones of the hand. In case of fingers you need to understand few specifications which will help you your rig to become seamless one. Hope you will enjoy this
Our basic ear shape has already came out nicely, and now we will start the detailing of the human ear model. In this chapter we will start detailing of the inner portion of the ear we will readjust the cut flow of the model and start to give it a clear and nice loops. Hope you will enjoy it
In this Chapter 10 of the rigging in 3ds max series we will learn how to create foot controls in a character rig. Before starting this chapter we will strongly recommend to go through the reaction manager in 3ds Max which you can found in our basic section. Hope you will enjoy this.
welcome to the 9th chapter of Rigging in Autodesk 3Ds Max. In this tutorial we will learn how to create arm controllers with IK chain. Last chapter we created left hand of the character, here we will create the right hand
In this 8th chapter we will learn how to create FK controllers in the left arm of the character. Here we cover only about the FK controls whereas in the later chapters we will discuss about how to create IK arm controls. Hope you guys will like it.
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