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LinkedIn Learning

3ds Max: Character Rigging

via LinkedIn Learning

Overview

Syllabus

Introduction
  • Welcome
  • Using the exercise files
1. Getting Set Up
  • Prepping the model for rigging
  • Setting up layers
  • Naming schemes
2. Creating Skeletons
  • Drawing the leg chain
  • Adding bone fins
  • Mirroring the leg chains with bone tools
  • Positioning the hip bone
  • Drawing the spine
  • Positioning arm bones
  • Creating hand skeletons
  • Mirroring arm skeletons
3. Creating Leg and Foot Controls
  • Positioning the foot control splines
  • Setting up inverse kinematics (IK) chains
  • Rigging the heel and toe controls
  • Rigging the main foot control
  • Controlling knee direction
4. Creating Hip and Spine Controls
  • Configuring the main control
  • Setting up the spine
  • Head and neck controls
  • Creating shoulder controls
5. Creating FK/IK Controls
  • Creating control skeletons for the arm
  • Constraining the control skeletons
  • Setting up the forward kinematics (FK) skeleton controls
  • Setting up the IK skeleton controls
  • Wiring up the FK/IK switch
  • Making controls appear and disappear
6. Rigging Hands
  • Setting up the wrist control
  • Setting up finger FK controls
  • Getting the fingers to curl
  • Creating a control pane using attributes
  • Controlling finger spread
  • Rigging the thumb
7. Skinning Characters
  • Applying the Skin modifier
  • Adjusting envelopes
  • Fine-tuning vertex weights
  • Advanced weighting tools
  • Mirroring weights
8. Face Rigging
  • Understanding morph targets
  • Setting up a single-axis slider
  • Wiring parameters to control blinks
  • Setting up multiple-axis controls
  • Connecting parameters using Reactor
  • Creating a jawbone
  • Skinning the head
  • Controlling the jawbone
  • Controlling eye direction
  • Finalizing the face rig
Conclusion
  • Next steps

Taught by

George Maestri

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