CGCircuit – Rigging Techniques Cartoon to Realistic by Nico Sanghrajka

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建立一个强大而坚实的基础装备,并在此过程中学习技巧和技术以及经过生产验证的工作流程。

你会看到我的工作,并了解我在这样的公司担任角色 TD 后如何处理索具

Dreamworks PDI、Framestore、MPC、ILM 和 Atomic Fiction。

本研讨会面向已经具备一些索具知识的索具师,并不意味着作为入门课程。

每周工作坊

第 1 周:第 1 周 – 基础知识:从坚实的基础开始 第 1 部分
简介
是什么造就了高级钻机?| 分析一些现有的钻机| 索具的模型姿势和拓扑注意事项 | 命名约定 | 联合安置 | 关节方向(旋转轴) | 模块化索具(分解)| 创建 FK 脊柱 | 自定义属性 | 颜色编码 | 锁定和隐藏属性
第 2 周:第 2 周 – 基础:继续构建基础装备。
胳膊和腿 | IKFKblend | Blendcolor 节点与方向约束 | 创造手和手指| 具有多个枢轴点的足部设置 | 实用程序/数学节点 | 宏手指属性和二级微控件

第 3 周:第 3 周 – 基础知识:将所有东西连接在一起并装配基础装备的其余部分。
将一切连接在一起 | 点约束和方向约束 | 创建肩部、头部、下巴和眼睛控制 | 粗剥皮 | 管理控件的可见性

第 4 周:第 4 周——更高级:脊柱 打造
更高级的脊柱 | 我需要多少个关节?| IK 丝带脊柱 | 壁球和伸展脊柱 | 体积保存和颜色反馈 | 带可变控制的 FK 脊柱 | 反向 FK 脊柱

第 5 周:第 5 周 – 进阶:手臂、肩膀和简单的 PoseReader
推进腿和手臂 | 壁球和伸展四肢 | 条件节点 | 劈膝和劈肘 | 肩胛骨设置 | 构建原生 Maya 姿势阅读器 | 汽车锁骨 | 可选:弯曲的四肢

第 6 周:第 6 周 – 变形
变形 | 看边缘流和拓扑 | 权重绘画 | 加法与减法 | 平滑 | 重锤 | 影响对象 | 可选:构建低分辨率笼子 | 矫正形状 | 基于姿势的变形

第 7 周:第 7 周 – 假装肌肉并添加动态
解剖和肌肉 | 假装肌肉和皮肤滑动| 索具动力学| 柔体和动态曲线 | 延迟动画控制

8周:Week08 -占用一些零星
测试台| 挑选三个(极端)姿势 | 确保一切正常并准备好动画 | 创建脚本以将所有控件重置为默认值

Duration 31h 49mProject Files Included MP4

Title: CGCircuit – Rigging Techniques Cartoon to Realistic by Nico Sanghrajka

Info:
Building a robust and solid baseRig and learn tips and techniques as well as production proven workflows along the way.

You will see me work and learn how I approach rigging after having worked as a character TD at companies such

Dreamworks PDI, Framestore, MPC, ILM and Atomic Fiction.

This workshop is intended for riggers that already have some knowledge of rigging and is not meant as an Intro course.

The workshop week by week

Week 1: Week01 – Basics: Starting out with a solid base Part 1
Introduction
What makes an advanced rig? | Analyzing some existing rigs | Model pose and topology considerations for rigging | Naming convention | Joint placement | Joint orientation (rotation axis) | Modular rigging (break it down) | Creating the FK spine | Custom attributes | Color coding | Locking and hiding attributes
Week 2: Week02 – Basics: Continuing to build the base rig.
Arms and legs | IK­FK­blend | Blend­color nodes vs orient constraints | Creating hands and fingers | Foot setup with multiple pivot points | Utility/math nodes | Macro finger attributes and secondary micro controls

Week 3: Week03 – Basics: Connecting everything together and rigging the rest of the base rig.
Connecting everything together | Point constraints and orient constraints | Creating shoulder, head, jaw, and eye controls | Rough skinning | Managing the visibility of controls

Week 4: Week04 – Getting more advanced: The Spine
Building a more advanced spine | How many joints do I need? | IK ribbon spine | Squash and stretch spine | Volume preservation and color­-feedback | FK spine with variable controls | Reverse FK spine

Week 5: Week05 – Getting more advanced: Arms, Shoulders and simple PoseReader
Advancing the legs and arms | Squash and stretch limbs | Condition node | Split knee and split elbow | Shoulder blade setup | Building a native Maya pose reader | Auto clavicle | Optional: bendy limbs

Week 6: Week06 – Deformations
Deformations | Looking at edgeflow and topology | Weights painting | Additive vs subtracting | Smoothing | Weighthammer | Influence objects | Optional: building a low-res cage | Corrective shapes | Pose­based deformation

Week 7: Week07 – Faking Muscles and adding Dynamics
Anatomy and muscles | Faking muscles and skin sliding | Dynamics in rigging | Soft bodies and dynamic curves | Delayed animation ctrls

Week 8: Week08 – Tying up some loose ends
Testing the rig | Picking three (extreme) poses | Make sure all is working and ready for anim | Creating a script to reset all the control back to default

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