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ClassCreatives – Maya & Unreal: Advanced Skeleton Rigging

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Duration 10h Project Files Included MP4

Title: ClassCreatives – Maya & Unreal: Advanced Skeleton Rigging

Info:
This course will instruct you on the fundamentals of rigging custom characters, Unreal Mannequins, and MetaHumans with Advanced Skeleton for Autodesk Maya.

Over 70 lectures and more than 7 hours of content.

We will cover the following core skill sets:

How to rig a custom mesh with Advanced Skeleton
How to get started with rigging characters with Advanced Skeleton and the GUI interface
How to prepare your character for rigging using symmetrize
How to clean up the outliner groups and hierarchy
How to work with proxy meshes
Understanding fit mode
How to add additional joints for custom controls
How to fix and polish character rig axis alignments
How to work with skin weights, including how to restore skin weights, and working with a skin cage
How to rig the face
Advanced Skeleton vs Unreal Engine’s Epic Auto Rigging Tools (ART) comparisons
Installation process
Unreal Mannequin and MetaHuman import/export process
How to use the Name Matcher, Mannequin Templates, MetaHuman Templates, Walk Designer, and Mocap Library tools
Rigging custom Unreal Marketplace character assets and/or custom created characters
Posing control details
FK/IK Matching/Baking tools
Root motion animation workflow
How to add auto breathing, auto jiggle, and auto eye blinking
How to rig an umbrella prop
How to constrain a prop to both character’s hands rigged with Advanced Skeleton
How to create an offset controller to animate a constrained prop
How to add shape morphing to your character rig
How to update the outliner for a character rigged with Advanced Skeleton to accept UE4 Mannequin animation to be imported with the custom animation mocap library tool
Industry Rigging and best practice workflows
Secret tips and tricks

If you have never created a character rig from scratch, you will be 100% ready to do so by the end of these sessions, regardless of whether you are working on games, film, television, or any other character rigging production needs.


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