Rigging for Characters in 3ds MAX - Facial Morph and Spline UI (Part 1 of 2)
This tutorial is oriented mainly towards animation for film (as created in 3ds MAX), and will hopefully demystify some of the concerns and ideas you may have about the complexity of facial rigging. I realized that a lot of people were having trouble finding information or tutorials on this subject, so I decided to create one for you guys! I had to split the video up into two sections (approx. 45 minutes each).
In this first installment, you'll learn:
- the dos and dont's for morph target animation within 3ds MAX
- how to create morph targets in Zbrush for your character mesh in 3ds MAX (through the use of GoZ) - create spline controllers for animation purposes (spline UI)
- how to link your morph targets so that spline controllers drive the morph animation (reaction manager)
In the second video (to be released shortly), we will go over adding bones to our mesh for jaw and ear control. As well as adding smaller bones for manual facial animation.
I hope you enjoy this video and that learning this will make you a better artist!
In this first installment, you'll learn:
- the dos and dont's for morph target animation within 3ds MAX
- how to create morph targets in Zbrush for your character mesh in 3ds MAX (through the use of GoZ) - create spline controllers for animation purposes (spline UI)
- how to link your morph targets so that spline controllers drive the morph animation (reaction manager)
In the second video (to be released shortly), we will go over adding bones to our mesh for jaw and ear control. As well as adding smaller bones for manual facial animation.
I hope you enjoy this video and that learning this will make you a better artist!
Rigging for Characters in 3ds MAX – Full Body CAT and CAT Facial Rigging (Part 2 of 2)
Sorry that this took a while to be released! This tutorial is part 2 (of 2) in a series focusing on character rigging in 3ds MAX.
This chapter delves into the CAT system. In this video we go over how to go about rigging a full character using a custom CAT rig, creating LookAt controllers, using the Skin Modifier, adding smaller CAT bones for facial control, using a mesh that is split into separate components and combining them into one single Skin Modifier.
I recommend that you watch Part 1 first: https://youtu.be/0XG1UJBfwW0 Since Part 1 covers facial morph targets and getting these to work with a spline UI.
If you combine that with what you’ll learn in this video, you should have some pretty awesome characters to animate in no time! I hope you enjoy this video and that learning this will make you a better artist! Please do not forget to like and subscribe!
- Ralph
This chapter delves into the CAT system. In this video we go over how to go about rigging a full character using a custom CAT rig, creating LookAt controllers, using the Skin Modifier, adding smaller CAT bones for facial control, using a mesh that is split into separate components and combining them into one single Skin Modifier.
I recommend that you watch Part 1 first: https://youtu.be/0XG1UJBfwW0 Since Part 1 covers facial morph targets and getting these to work with a spline UI.
If you combine that with what you’ll learn in this video, you should have some pretty awesome characters to animate in no time! I hope you enjoy this video and that learning this will make you a better artist! Please do not forget to like and subscribe!
- Ralph