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Runtime: 9 hrs. 37 min.
Software: Maya 2011
Release Date: 06/01/2010
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1. Introduction and Project Overview
3. Creating a Renaming Tool
5. A Technique for Re-orienting Joints/Finishing the Leg Joints
7. Creating a Tool that Generates a Box Curve
9. Constructing Foot Controls
11. Rigging a Foot Bank
13. Adding Knee Controls
15. Writing a Script to Generate Joints on each Selected Vertex
17. Adding in a Spline IK / Initial Connections of the nSpine
19. Starting to Add Twisting to our nSpine
21. Completing the Setup of the nSpine Locators
23. Finishing the nSpine
25. Building Finger Joints
27. Establishing IK Arm Controls
29. Establishing Elbow Association Curves
31. Setting up IK/FK Switch Controls
33. Finishing the FK Arm Controls
35. Creating a Tool that Parents Shape Nodes
37. Finishing the Finger Controls
39. Establishing Arm/Forearm Twist Controls
41. Rigging the Left Arm with an Auto Clavicle Feature
43. Building the Neck and Head Bones
45. Dynamically Parenting the Head Control
47. Renaming and the Facial Joints
49. Adding Parent Controls to our Facial Rig
51. Blinking the Eyes
53. Dynamically Parenting the Eye Controls
55. Finishing the Left Eye
57. Cleaning up the Scene / Adding a Global Control Curve
59. Binding the Character / The Magic of Dual Quaternion Skinning
61. Refining the Deformations of the Head
63. Wrapping up the Weights on the Left Hand
65. Finalizing the Left Arm's Weights
67. Double-checking Deformations
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2. Prepping Our Scene
4. Building the Left Leg Joint
6. Setting-up Foot Roll Joints
8. Scripting a Joint Curve
10. Setting up the Foot Controls/Rigging the Toe Bend
12. Finishing the Foot Bank Rig
14. Establishing Knee Association Curves
16. Building the nSpine Joints
18. Creating Upperbody Control Curves
20. Setting up the Initial Twisting in the nSpine
22. Choosing a Stable Rotate Order for Control Objects
24. Building the Shoulder and Arm Chains
26. Rigging Shoulder Controls
28. Adding Elbow Controls for the IK Arm
30. Dynamically Parenting the Arm Controls
32. Building FK Controls of the Arms
34. Dynamically Orienting the FK Arm Controls
36. Starting on Finger Controls
38. Building Arm/Forearm Twist Joints
40. Wrapping up our Forearm Twist Rig
42. Setting up an AutoClavicle on the Right Arm
44. Establishing a Head Control
46. Creating Facial Joints
48. Building Facial Controls
50. Wrapping up the Facial Controls
52. Constructing Eye Controls
54. Starting to Rig the Eyes
56. Finishing the Right Eye
58. Adding a Character Set
60. Binding the Eyebrows / Blocking in Weights with Dual Quaternion Skinning
62. Finishing the Weights on the Left Leg
64. Adding and Editing Influence Objects
66. Painting Weights on the Neck
68. Mirroring Skin Weights / Finishing the Character Rig
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