Animating Next-Gen Characters in Maya

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.

1. Preparing the scene for rigging

3. Creating MEL buttons to generate control objects

5. Setting up control objects for the legs

7. Building the spine

9. Establishing the hip and chest control objects

11. Efficiently controlling the neck and head

13. Building the left arm

15. Custom attributes for the fingers

17. Setting up the forearm twist via the Connection Editor

19. Manipulating the back hoses

21. Adding Character and Sub-Character Sets

23. Adding influence to the chest plate and shoulder pads

25. Fixing the deformations of the fingers

27. Modifying the weights of the back hoses

29. Starting the run animation / posing the contact position of the run

31. Cycling the run / fine-tuning the flow of the lower body

33. Shifting the hips in the Z axis

35. Adding follow-through to the upper body and head in the X axis

37. Wrapping up the upper body

39. Finishing the arms

41. Adding follow-through to the back hoses; finishing the run cycle

43. Enhancing the planted foot during the point animation

45. Creating animation clips to quickly retrieve animation data

47. Bonus: Animating transitions

2. Building a custom shelf

4. Constructing the character's legs

6. Finishing the leg controls

8. Rigging the spine using the Spline IK tool

10. Finalizing the spine controls

12. Finishing the head rig

14. Controlling the left arm

16. Rigging the right arm

18. Controlling the shoulder pads

20. Utilizing Global Scale

22. Binding the character to the skeleton

24. Painting weights on the hip

26. Adding falloff to the right arm's hose

28. Choosing a suitable rotation order for control objects

30. Animating the peak position of the run

32. Finalizing the legs

34. Keeping the upper body balanced throughout the run

36. Animating the twisting of the upper body and head during the run

38. Starting on the arms

40. Animating the shoulder pads

42. Upper body recoil for the point animation

44. Creating arm jiggle to show the weight of the weapon

46. Other animation examples

48. Bonus: Removing attributes from Character Sets

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