Popular highlights include: Building Rigs from Reference; Broken Hierarchy Systems; Custom Toolbar; Character Key Sets; Sub-Character Sets; Constraints; Constructing Proxy Cages; Painting Weights; Reverse Lock System; Naming Conventions; Limb Controls; Expressions; Custom and Proxy Parameters; Mirroring Techniques; Custom Control Spline Rigs; XSI Spines for Vertebrae; Cleaning up Control Objects; Working with Groups; Tail Rig; Enveloping Techniques; Deform Keys; Rotation Order.
1. Working with models and groups 3. Studying a diagram of a horse skeleton| building the thoracic limb 5. Beginning the horse's phalangeal controls 7. Primary control for the thoracic limb 9. Controlling the finger joints with custom parameters 11. The shoulder control 13. Cleaning up mirrored objects 15. Building the bones for the pelvic limb 17. Creating toe controls 19. Main control for the pelvic limb 21. Twist control for the knee 23. Completing the right pelvic limb 25. Using Softimage spines for the vertebrae 27. Controls for the vertebrae / connecting limbs 29. Constructing the head| cervix and jaw bones 31. Creating the head and neck twist controls 33. Working on the ears 35. Neck control / adding broken hierarchy control to the rig 37. Starting on the tail / creating custom control splines 39. Building controls for the tail 41. Global rig control with scaling capabilities 43. Methods for creating a proxy cage 45. Discussing rotation order 47. Enveloping the horse / adding envelope deformers 49. Working on the left pelvic limb 51. Smoothing the thighs weights 53. Mirroring envelope weights | 2. Creating a custom toolbar 4. Repositioning chain elements / renaming objects 6. Adding pivot controls for the hoof 8. Creating custom parameters for finger joints 10. Twist control for horse's elbow 12. Mirroring rig elements 14. Finishing both thoracic limbs 16. Renaming chain elements for the pelvic limb 18. Pivot controls for the toe 20. Expressions for toe controls 22. Finalizing the left pelvic limb / mirroring controls 24. Starting on the vertebrae 26. Connecting vertebrae to hip and chest objects 28. Finishing the controls for the spine 30. Primary connections of the head and neck 32. Custom parameters for the jaw 34. Proxy parameters for the ears 36. Finishing the broken hierarchy control 38. Using Up Vectors to prevent flipping in the tail 40. Building a controller for the tail 42. Organizing our objects into groups 44. Creating buttons to switch between a real and proxy horse 46. Utilizing character key sets 48. Blocking envelope weights 50. Blending envelope weights 52. Techniques for painting weights on difficult areas 54. Bonus: Adding muscle bulges with deform keys |
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