Character Binding & Skinning in Maya
The heading description
$8
the Software: Maya 4.0 and above
Duration: 1 hours of 20 minutes, 1 disk
Language: English
Digital-TutorsIs proud of that you can present yourselves long-awaited DVD "Bases: Character and obligatory skinning in Majja", it is ideal to have partnership of a course "Bases: Character the Rigging in Majja." Before you now rather innovative and decision awards. This training course will promote strengthening of yours Modelling of skills and to learn some new. In this course you step by step carefully to analyze difficult the animation world that allows to reveal communications for convenience of signs, all 80 minutes, this revolutionary course.
Bindings of symbols (a symbol obligatory) are one more difficult and difficult process of preparation for animation of characters which are frequently considered as industrial decisions for world animation. Figure references include researches for muscular systems which directly influences character will move also what will supervise surface deviations. The cores partiim to study as this course, have strong communications (rigid cover), taps (flextors), smooth relations (smooth obligatory), muscles (muscles), indirect communication (indirect cover), creation of symbols (creation of symbols) members Understanding of value to (Establish) and tools for drawing of scales (Paint Weight tools) and many other decisions on simplification and are connected with technical skills.
The general themes of a course:
* Rigid references
* Smooth communications
* Ohybace
* Muscles
* Indirect communication
* Development of characters
* Means to Establish
* Weight Tools Paint
* Set Driven Keys
* Vlivove objects
* Character sets
Lesson Outline:
1. Rigid Binding 3:26
2. Using Flexors to smooth out the deformation 2:45
3. Using the Set Membership Tool to fix binding memberships 4:17
4. Smooth Binding 2:26
5. Painting Weights 7:27
6. Creating fake muscles for correct skin deformation 4:22
7. Influence Objects 2:27
8. Painting weights to control the deformation of an influence object 5:31
9. Indirect Binding 4:23
10. Using Character Sets to keep all of the keyable attributes in one place, so you can key them all at once 7:32
11. Bonus Lesson: Smooth Binding vs. Rigid Binding 4:48
Total Run Time: 1:20:00
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