Release date:2015, September 24

Duration:02 h 34 m

Author:George Maestri

Skill level:Intermediate

Language:English

Exercise files:Yes

Cartoon characters are known for their exaggerated movement, often created by squashing and stretching the character. In this course, George Maestri shows how to add cartoony squash and stretch to a rig in Maya. He shows how to use Maya’s rigging tools to create stretchy joints, flexible torsos, and exaggerated facial expressions. Follow along to learn how to replicate these techniques and bring your own characters to life.

Topics include:

Creating stretchy joints with expressions and the Node Editor

Adding spine stretch

Setting up IK/FK switching

Manipulating faces with blend shapes

Skinning the character

Creating controls for facial animation

Rigging the eyes

Testing the rig with a simple animation
Table of Contents

Introduction

Welcome 27s

Using the exercise files 29s

Assumptions and model requirements 1m

1. Creating Stretchy Joints

Basic stretch theory 3m 26s

Setting up the leg joints 4m 40s

Measuring the joint chains 4m 43s

Creating stretch using expressions 9m 48s

Creating stretch in the Node Editor 9m 4s

Finalizing leg chains 3m 43s

2. Creating Stretchy Spines

Drawing the hip and spine joints 6m 25s

Adding controllers to the hip and spine 4m 7s

Adding spine stretch 6m 58s

3. Setting Up FK/IK Switching

Basic FK/IK switching theory 2m 30s

Setting up the joints and controllers 4m 51s

Wiring up the FK/IK rig 8m 14s

Adding in stretch 3m 27s

Finalizing the arm 4m 28s

4. Skinning and Blend Shapes

Manipulating faces with blend shapes 5m 42s

Creating jaw controls with joints 3m 47s

Skinning the character 2m 37s

Adjusting skin weights 8m 46s

5. Facial Rigging

Creating controls for facial animation 6m 26s

Controlling eyelids 5m 17s

Wiring custom sliders 6m 20s

Wiring simple two-way controls 8m 5s

Wiring complex two-way controls 8m

Rigging the eyes 6m 39s

Controlling the teeth 7m 38s 6. Testing

Cleaning up the rig 3m 15s

Animating a simple test 3m 30s

Conclusion Next steps 19s

01 – Welcome 02 – Using the exercise files 03 – Assumptions and model requirements 04 – Basic stretch theory 05 – Setting up the leg joints 06 – Measuring the joint chains 07 – Creating stretch using expressions 08 – Creating stretch in the Node Editor 09 – Finalizing leg chains 10 – Drawing the hip and spine joints 11 – Adding controllers to the hip and spine 12 – Adding spine stretch 13 – Basic FK_IK switching theory 14 – Setting up the joints and controllers 15 – Wiring up the FK_IK rig 16 – Adding in stretch 17 – Finalizing the arm 18 – Manipulating faces with blend shapes 19 – Creating jaw controls with joints 20 – Skinning the character 21 – Adjusting skin weights 22 – Creating controls for facial animation 23 – Controlling eyelids 24 – Wiring custom sliders 25 – Wiring simple two-way controls 26 – Wiring complex two-way controls 27 – Rigging the eyes 28 – Controlling the teeth 29 – Cleaning up the rig 30 – Animating a simple test 31 – Next steps CONTENT.md Ex_Files_RigCartoon_Maya.rar info.txt

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