Release date:2022, August

Author: Pablo Emmanuel De Leo

Skill level:Beginner

Language:Spanish

Exercise files:Not Provided

Learn to bring your characters to life with Maya In this course you will learn to give life to your characters through body rigging. Pablo Emmanuel de Leo, 3D professional with more than a decade of experience in the world of animation behind his back, will teach you how to generate a humanoid skeleton from scratch and place it in a geometry.

Taking advantage of the techniques used in the film and videogame industry, you will learn to complement rigging with basic programming concepts and generate realistic poses for your character.

What will you learn in this online course? You will begin knowing the surroundings of Maya and discover the tools that Pablo Emmanuel de Leo uses to work. In addition, it will teach you how to structure and name the files to work in an orderly and effective way in the world of animation.

Once you are familiar with the work environment, you will learn how to perform the optimal topology for rigging and work with the references.

You will learn how to use the IK and FK systems, the Quick Rig and the HumaniK. You will create a rig of eyes, hands and accessories, as well as a facial rig with Blendshapes.

Pablo will teach you, too, to use the Skin and Pose Deform, to make a Proxy Rig and give a few small brushstrokes of programming with Python.

To finish, you will make five different poses of your characters and you will do the render to present your work.

What is this course’s project? From a 3D model, you will develop a humanoid skeleton, rigge and start programming. In addition, you will make several poses to animate your character and make him look more alive than ever.

Who is this online course for? This course is aimed at designers, illustrators, animators, riggers, architects and anyone interested in the world of animated characters.

Requirements and materials You must have a basic knowledge of the 3D environment and a curiosity to understand how things work.

With respect to the materials, you will need a computer with the Maya program. If you do not have it installed, do not worry, Pablo will help you get it.

01 – Presentation 02 – Influences 03 – Starting 04 – Environment and foundations of Maya (Part 1) 05 – Environment and foundations of Maya (Part 2) 06 – Topology for rigging 07 – Topology for rigging (Part 2) 08 – Order and nomenclature 09 – References 10 – IK, FK and their differences (Part 1) 11 – IK, FK and their differences (Part 2) 12 – IK, FK and their differences (Part 3) 13 – IK, FK and their differences (Part 4) 14 – Quick rig 15 – HumanIK (Part 1) 16 – HumanIK (Part 2) 17 – Rig of hands 18 – Rig of eyes 19 – Rig of accessories (Part 1) 20 – Rig of accessories (Part 2) 21 – Rig of accessories (Part 3) 22 – BlendShapes for expressions (Part 1) 23 – BlendShapes for expressions (Part 2) 24 – BlendShapes for expressions (Part 3) 25 – BlendShapes for expressions (Part 4) 26 – Skinning (Part 1) 27 – Skinning (Part 2) 28 – Skinning (Part 3) 29 – Skinning (Part 4) 30 – Skinning (Part 5) 31 – Deformer pose 32 – Proxy rig (Part 1) 33 – Proxy rig (Part 2) 34 – Proxy rig (Part 3) 35 – Proxy rig (Part 4) 36 – Shell with Python (Part 1) 37 – Shell with Python (Part 2) 38 – Shell with Python (Part 3) 39 – Shell with Python (Part 4) 40 – Shell with Python (Part 5) 41 – Closure of the character (Part 1) 42 – Closure of the character (Part 2) 43 – Poses and render (Part 1) 44 – Poses and render (Part 2) 45 – Body Rigging in Maya Rigging Body Articulation of a 3D Character_Subtitles.7z

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