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3ds Max is a powerful 3D application with great rigging tools. This course covers the complete workflow for rigging characters for realistic motion and animation. Author George Maestri shows how to prep your model, draw a skeleton, and add controls: foot and leg controls, hip and spine controls, and controls that allow the animator to toggle between inverse and forward kinematics (IK/FK). Plus, learn to how to skin your character, and create hand and face rigs that allow for greater control over delicate hand movements and facial expressions.
Hi, I am George Maestri and welcome to Character Rigging in 3ds Max. 3ds Max is a very powerful 3D application, and it has a lot of great rigging tools. We're going to take a look at these and create a complete rig. We're going to start by setting up our model and getting it ready for rigging. Then we're going to draw the character's skeleton. After that, we'll start adding controls to that skeleton. We'll start off with leg and foot controls, then move on to hip and spine controls, and then finally, we're going to create FKIK controls, which will allow us to switch between forward and inverse kinematics.
After that, we'll create a very complete hand rig. And after that, we'll skin our character to our skeleton. And finally, we'll create a face rig that has both single access and multiple access controllers for complete control over your character's facial expressions. So let's get started with Character Rigging in 3ds Max
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