This video explains a cool trick how to use video references for Animation. Normally, we use video references to get the idea of the animation, while this video explains a bit more on how to extract poses from the video and use it for our animation!
welcome to the 6th and perhaps one of the most important chapter of rigging a character. In this chapter we will discuss how to create the reverse foot setup in a character rig. In this chapter you will come to know the theory behind the reverse foot and the most effective way to accomplish it. Hope you will enjoy it.
In the 5th Chapter of the rigging in Autodesk Maya , we will discuss on how to create the finger joints on a character which is not in a T position. We will also learn how to maintain a basic local rotation axis order for future use while creating the joints in fingers specially in thumb. Hope this will be helpful for you people.
Hello friends, welcome to the 4th Chapter of Rigging in Maya series. In this tutorial we will learn about the leg and foot joints of a character. Learn how to place the joints with proper name , mirror them , and most importantly how to connect the lower part of the body with the characters root joint. Lets enjoy.
In this lesson, we're going to be learning how to save and apply poses to a control rig while using the tools in the pose controls dialog window. Don't miss it!
In this lesson, I'm going to show you the basics of getting your skelmesh and animation out of Maya, and into UDK. The fun doesn't stop there though, we're also going to be learning how to get our skelmesh into a scene and setup all of the necessary properties in order to get our animation example playing in-game!
Brian Horgan shares the great animation tool he wrote for Maya, which provides a different approach to ghosting/onion skinning in 3D.
Short video tutorial showing how to animate color and transparency changes in Maya
In this video tutorial, Claus Ilkjaer explains how to use a popular rig created by community members of the Eleven Second Club.
Eric Thelander reveals an inexpensive way of using facial motion capture to create high quality lip-sync animation without breaking the bank.
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