
CHARACTER RIGGING I
Created by
Sean Bae
Senior Technical Artist
Activision / Riot Games / Sony / EA / FOX
수업소개
Character Rigging I 과정에는 Biped 캐릭터 스켈레톤 구조의 원리와 기능을 바탕으로 자신의 캐릭터에게 필요한 컨트롤러와 기능을 셋업하는 방법을 배우며, IK/FK 그리고 Stretchy Spline IK등 애니메이션에 필요한 기능을 응용하여 적용시킨 셋업을 배우게 됩니다..
STRETCH / SQUASH RIG SETUP
CHAPTER 1
- Character model and anatomy review
- Bind pose
- Build skeleton
- Joint orientation
- Mirror behavior
- Local Rotation Axis
- Naming
- Controls
- Shapes
- Offset groups
- Control Axis
- Name spaces
CHAPTER 2
- FK / IK Arm Setup
- IK Handle Setup
- RP (Rotate - Plane) Solver
- SC (Single Chain) Solver
- Constraints
- Attributes
- FK / IK Switch & Blend
- Pole Vector Setup
- Controls Setup
- FK, IK, PV, Switch Controls
CHAPTER 3
- Hand & Finger Skeleton Review
- Hands & Fingers setup
- Finger FK controls setup
- SDK (Set driven key) Hand poses - Spread, fist
- MD (Multi divide) nodes - Finger twist
- Parenting and clean up nodes
CHAPTER 5
- FK / IK Leg Setup
- IK group controls
- Control Shapes
- Pole vector
- FK / IK Blend
- Switching attributes
CHAPTER 7
- Organizing skin joints
- Organizing control joints
- Group nodes clean up
- Root, Pelvis, Clavicles, Neck, Head, Main controls creation
- Control Color update
- Layers
CHAPTER 4
- Spline Ik Back Setup
- Spline IK review
- Cluster controls
- Control setup
- Control issues
CHAPTER 6
- Foot control attributes
- Foot control groups
- Connections
- IK ball control setup
CHAPTER 8
- Skinning
- Bind skin
- Skin weight editor / component editor
- Cloth skin binding
- Copy skin weights