Location : On Site Training 課程相關 > Character Rigging & Animation
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On Site Training 課程相關
- MAYA On Site Training 課程簡介
- 學員作品集
委訓單位 Sofa Studio 專區
Character Rigging & Animation 課程
- Day 1~2. Skeleton Building and IK/FK Setup

1. Lesson1 Skeleton
     - How to use Layers and Templating;
     - How to freeze transformations;
     - How to use the Joint Tool;
     - How to traverse a hierarchy of joint;
     - How to create, move, connect and parent joints;
     - How to use the Move Pivot Tool;
     - How to assume preferred angle;
     - How to quickly rename nodes;
     - How to rename nodes using MEL;
     - How to mirror joints;

2. Lesson2 Joint orientation
     - What a local rotation axis is;
     - How to use Auto Joint Orient;
     - How to freeze joint transformation;
     - How to reorient a joint local rotation axis;
     - How to worry about local rotation axis;
     - How to verify and correct a joint's local rotation axis;
     - How to mirror and rename at the same time;
     - How to set and assume preferred angles;
     - How to test joint motions;

3. Lesson3 Inverse Kinematics
     - The difference between IK and FK;
     - The different IK solvers found in Maya;
     - How to set up single chain IK solvers;
     - How to set up rotate plane IK solvers;
     - How to change the IK stickiness and priority;
     - Important IK attributes;
     - How to use the pole vector and twist attributes;
     - How to animate IK handles and joints;
     - How to use IK/FK blending;

4. Lesson4 Lower Body setup
     - How to set up IK on Meeper's legs;
     - How to build a reverse foot setup;
     - How to parent IK handles in a hierarchy;
     - How How to drive the reverse foot setup with a manipulator;
     - How to add attributes and set limits;
     - How to add pole vectors and pole vector constraints;

5. Lesson5 Arm setup
     - How to set up IK on Meeper's arms;
     - How to work with the solver's end effectors;
     - How to drive objects with manipulators;
     - How to add constraints;
     - An optional roll bone automation technique;
     - How to use the Move Pivot Tool;
     - How to add utility nodes;
     - How to use Set Driven Keys ( SDK );

- Day 3~4. Spin, Upper Body Setup, Blend Shapes, Skin, Influence Objects and Deformers

1. Lesson6 Spine Setup
     - How to set up a basic IK spline solver;
     - How to use clusters to gain control over the spline curve;
     - How to parent the clusters to manipulators;
     - How to associate Meeper's spine and pelvis motion;
     - How to create global and local control mechanisms;
     - How to create an eye aiming setup;

2. Lesson7 Blend Shapes for facial expression and muscle
     - The basics phonemes;
     - How to create blend shape targets;
     - How to sculpt facial expressions;
     - How to set up blend shape nodes;
     - How to use in-between targets;
     - How to edit a deformer set;
     - How to connect the blend shape attributes to manipulator;

3. Lesson8 Skinning
     - How to smooth bind surfaces to bones;
     - How to edit weights with the Paint Skin Weights Tool;
     - How to numeric weighting with the Component Editor;
     - How to Prune small weights;
     - How to copy skin weights;
     - How to Import and Export weights;
     - A recommended painting workflow;
     - Tips and tricks for weighting smooth skinned surfaces;

4. Lesson9 Influence objects
     - How to create influence objects;
     - How to weight influence objects and the surrounding skin to provide
     ..realistic deformations;
     - How to work to set Use Componets On for influence object;
     - How to use curves to create a nice bone effect;
     - How to automate deformations using Set Driven Keys;
     - How to mirror influence weights;

5. Lesson10 Final touches
     - How to setup a jiggle deformer;
     - How to use the jiggle deformer on an influence object;
     - How to use a sculpt deformer for swallowing capability;
     - How to use motion path with a custom attribute;
     - How to change the deformer order;
     - How to create a low resolution version of the model;
     - How to copy skin weights;
     - How todetach a skin;
     - How to create a high resolution version of the model;

- Day 5~6. Animation, Non-linear Animation, References and Constraints

1. Lesson11 Simple walk and walk cycle
     - How to organize your keyable attributes into character sets;
     - How to set keyframes for IK/FK;
     - How to use Animation Graph Editor and Time Slider for keframing;
     - How to set and use breakdown keys;
     - How to use Auto Key;
     - How to edit animations in the Graph Editor with buffer curves;
     - How to delete static channels;
     - How to use Trax Editor for Non-linear Animation;
     - How to edit animation clips;
     - How to blend, marge, split animation clips;
     - How to import, export animation clips;
     - How to use Redirect function;

2. Lesson12 Reference
     - About file referencing;
     - How to create references;
     - How to load and unload a reference;
     - How to use a temporary reference scene;
     - How to update a reference;
     - How to replace a reference;
     - How to switch references through a Text Editor;

3. Lesson13
     - About the different constraint types;
     - How to use point, orient, scale and aim constraints;
     - How to use parent constraint;
     - How to use geometry, normal constraints;
     - How to constrain objects;
     - How to maintain object offset while constraining;
     - How to change the weight of a constraint;
     - How to change the interpolation type of a constraint;

- Day 7~8. Conversion and Skinning, Facial Animation and Lip-synch

1. Lesson14 Conversion & skinning
     - How and why to convert the NURBS model to polygons;
     - How to bind the polygons and accessories;
     - How to use a wire deformer to bind the necklace;
     - How to edit weights of a curve;

2. Lesson15 Blend shapes
     - How to sculpt NURBS patches;
     - How to create blend shapes with multiple surfaces;
     - How to use a wrap deformater;
     - How to use wrap deformer with mirrored geometry;
     - How to create blend shapes extracted from a wrap deformater;

3. Lesson16 Final touches
     - How to grow a selection;
     - Jiggle Deformer and weights for hair, dress and breast;
     - How to paint jiggle weights;
     - How to use a non-linear deformer;
     - How to create a low resolution model from the NURBS patch model;

4. Lesson17 Lip-Synch
     - How to import an audio file;
     - How to create a lip-synching workflow;
     - How to drag keyframes in the Time Slider;
     - How to copy and paste keyframes through the Time Slider;
     - How to use Trax Editor to create pose for lip-synch;
     - How to blend the pose and ajust timing for pose in Trax editor;
     - How to marge pose to become a animation clip;

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