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Digital Tutors - Indie Game Development Pipeline Volume 7 Boss Character Rigging and Animation

文件类型 收录时间 最后活跃 资源热度 文件大小 文件数量
2015-10-6 03:54 2025-1-1 14:39 130 3.14 GB 61
二维码链接
Digital Tutors - Indie Game Development Pipeline Volume 7 Boss Character Rigging and Animation的二维码
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文件列表
  1. Project_Files.rar577.69MB
  2. 60. Pushing appeal and exporting our animations.mp458.4MB
  3. 59. Animating with efficiency in mind.mp413.88MB
  4. 58. Finalizing the animation.mp462.58MB
  5. 57. Eliminating rigid movements and fine-tuning arcs.mp463.91MB
  6. 56. A second polishing pass.mp459.46MB
  7. 55. Our first polishing pass.mp461.05MB
  8. 54. Finalizing our timing adjustments of the boss's opening animation.mp442.03MB
  9. 53. Re-timing the boss's performance.mp457.25MB
  10. 52. Second round of blocking.mp445.14MB
  11. 51. Finalizing our initial blocking pass.mp447.27MB
  12. 50. Finishing the extremes for the boss's roar.mp460.91MB
  13. 49. Animating the boss's roar.mp453.33MB
  14. 48. Blocking in the boss as he loosens up his rigid form.mp458.7MB
  15. 47. Roughing in the boss's reaction to the player.mp460.73MB
  16. 46. Blocking in the boss's intro sequence.mp454.9MB
  17. 45. Setting up our scene for animation.mp441.74MB
  18. 44. Double-checking our rig and creating selection sets with MEL.mp455.13MB
  19. 43. Finishing the fingers.mp416.09MB
  20. 42. Completing the layout of our finger controls.mp459.52MB
  21. 41. Starting on the boss's finger controls.mp449.75MB
  22. 40. Adding elbow controls.mp430.75MB
  23. 39. Setting up controls for the arms.mp450.48MB
  24. 38. Controlling the trees on top of the boss's head.mp454.02MB
  25. 37. Finishing our brow controls.mp445.58MB
  26. 36. Creating brow controls.mp430.6MB
  27. 35. Removing offset values on constrained objects.mp424.84MB
  28. 34. Controlling the eyelids.mp453.81MB
  29. 33. Controlling the jaw.mp423.03MB
  30. 32. Setting up a center-of-gravity control.mp436.95MB
  31. 31. Controlling the knees.mp458.9MB
  32. 30. Finishing our foot controls.mp435.32MB
  33. 29. Adding inverse kinematics to the legs.mp433.11MB
  34. 28. Creating leg controls.mp453.61MB
  35. 27. Creating a global control.mp438.94MB
  36. 26. Adding influence objects to a bound mesh.mp462.12MB
  37. 25. Completing our forearm twist rig.mp446.5MB
  38. 24. Mirroring our twist joints.mp416.76MB
  39. 23. Maintaining volume in the forearms.mp415.67MB
  40. 22. Using MEL to search for skin clusters and skin joints.mp450.9MB
  41. 21. Mirroring weights.mp421.91MB
  42. 20. Painting weights.mp459.28MB
  43. 19. Binding the character's body.mp440.6MB
  44. 18. Skinning the trees on top of the boss's head.mp414.23MB
  45. 17. Skinning the eyebrows.mp412.09MB
  46. 16. Skinning the boss's eye and eyelids.mp443.02MB
  47. 15. Finalizing the orientation of our finger joints and mirroring our arm chain.mp454.26MB
  48. 14. Checking the arm chain's orientation and using MEL to reorient joints.mp441.25MB
  49. 13. Cleaning up our finger bones.mp430.45MB
  50. 12. Adding finger bones.mp459.74MB
  51. 11. Starting on the character's arm chain.mp448.89MB
  52. 10. Segmenting joint chains in Maya.mp439.94MB
  53. 09. Creating joints for the trees on top of the character's head.mp426.88MB
  54. 08. Adding joints for the eyebrows.mp436.6MB
  55. 07. Setting up joints for the boss's eye and eyelids.mp456.07MB
  56. 06. Creating a jaw bone.mp430.17MB
  57. 05. Creating joints for the root and upper body.mp452.97MB
  58. 04. Finishing our initial joint chain and mirroring it to the opposite leg.mp456.88MB
  59. 03. Quickly modifying the orientation of joints in Maya.mp444.62MB
  60. 02. Setting up the scene and adding leg joints.mp472.17MB
  61. 01. Introduction and project overview.mp47.71MB
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