Chapter Goal: The goal here is to get the reader familiar with the base concepts of animation and principles of animation to help them get the best result when they move ahead into further chapters.
Sub -Topics: Each principle will be dealt as a sub topic with a total of 12 principles
1. Squash and Stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
etc
Chapter 2: Refining Animation
Chapter Goal: The goal here will be to help the reader familiarize with curve and dope editor to refine simple animations applying the principles learnt in previous exercise.
Sub - Topics
1. Understanding Keyframes and types
2. Graph Editor and tools
3. Curve Editor and tools
4. Constraints and options
MODULE 2: BACKBONE MODULE
Chapter 3: Advanced Animation
Chapter Goal: The goal here will be to help the reader familiarize with driven keys, constraints, and hierarchy.
Sub - Topics
1. Hierarchy and layer panel
2. Setkey and timeline basics
3. Constraints and types
4. Engine: Mechanical Animation using Constraints
Chapter 4: Bones
Chapter Goal: The goal here will be to familiarize user with bones and explain the needs of it and build a complete rig in the process from scratch.
Sub - Topics
1. Basics of human anatomy for rigging
2. Forward kinematics and inverse kinematics
3. Bones and bone tools
4. Bone weights and skinning
5. Creating a simple foot rig
6. Creating a worm rig
7. Stretchy rig
8. Creating an arm rig
9. Foot rig advanced
10. Bipedal rig
11. Quadruped rig exercise
Chapter 5: Biped
Chapter Goal: The goal here will be to familiarize the reader with Biped rigging system known also as character studio, the reader will be able to rig and animate a 3d model
Sub - Topics
1. Understanding & customizing biped
2. Biped skinning
3. Footstep and freeform animations
4. Loading and using Mocap data
5. Working with motion flow & motion mixer
Chapter 6: CAT Rigging Tools
Chapter Goal: The goal here will be to familiarise the user with CAT tools and use them for rigging the character or 3d model.
Sub - Topics
1. Understanding CAT rigs
2. Editing CAT rigs
3. CAT rigs hierarchy panel
4. CAT rig: Muscles
5. Understanding CAT rig IK system
6. Animating a CAT rig
MODULE 3: LIFELINE MODULE
Chapter 7: Morph Animation
Chapter Goal: The goal here will be to help the reader familiarize with morphs and get believable face animation using morphs
Sub - Topics
1. Fundamentals of Morphing
2. Morpher in 3ds max
3. Understanding phonemes for animation
4. Facial animation using Morpher
Chapter 8: Walk and Run Cycles
Chapter Goal: The goal here will be to guide the reader animate a walk and run cycle of the character rigged in previous exercise.
Sub - Topics
1. Understanding key poses
2. Personality - timing & spacing
3. Biped Walk and Run
4. Quadruped Walk and Run
Chapter 8: Facial Rigging
Chapter Goal: The goal here will be to guide the reader to create and animate a cartoon head using custom rigs
Sub - Topics
1. Understanding facial anatomy
2. Facial rigging a guided approach
3. Setting up controllers for animation
4. Animating phonemes
Purushothaman Raju has over 17 years of experience in multiple domains comprising online gaming and academic coaching. During his tenure as academic faculty, he has trained and mentored more than 800 students on diverse projects in the field of multimedia. He holds an advanced professional diploma in multimedia. Currently, he works as associate senior faculty teaching 3D, multimedia and post production at NICC International College of Design, Bangalore.
Gain a thorough understanding of animation and character rigging using Autodesk 3ds Max to create realistic character animations. This book is split into three modules that are subsequently divided into chapters. The first module is the foundation module: in this module you’ll cover, among other topics, the 12 cardinal principles of animation with reference to classic real-world examples and famous movies/animation shots. Using these, the further chapters explore using key frames and graph editors to obtain fluid motion in your animations. Practical examples are used to better explain which feature suits a particular scenario.
The second module, called the backbone module, introduces you to deformation tools and their use for character animation. Further chapters cover driven animations, constraints posed by bones, bipeds, and the CAT tools available in 3ds Max 2019.
The final module, the lifeline module, encourages you to bring your character to life by applying principles learnt in the previous modules. Here you will be guided on how to retarget animations from one character to other characters or rigs.
On completing Character Rigging and Advance Animation, you will be able to create character rigs for bipeds and quadrupeds with ease, animating them with life-like motion.
You will:
Understand the 12 principles of animation
Set up an animation-ready character rig from scratch
Master the deformation tools available for animation