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Automatic Skeleton Placement In Any Character, Any Pose, Any Topology
Placing Joint Skeletons has always been a fundamental process of Rigging a Character, but what if we could automate this task? now what if we could achieve this for any character, pose, body shape, and even different Topology.
In this training series you'll learn this industry leading method to position your skeletons with the single click of a button.
We'll start by discussing conventional methods of joint placement and the challenges of automating this process. We'll then look at a variety of examples of different bodies and faces in a multitude of shapes, sizes, and poses and then devise a scripted method to place these joints with incredibly high accuracy.
We're not talking about the initial sizing and placement of rig templates that many Packages offer, We're talking about achieving accurate placement of fine detail areas like Fingers, Elbows, Knees, and Facial joints leaving no manual adjustment needed. The days of partial rig placement are over and the cumulative hours spent in hundreds of assets doing this tedious process are a thing of the past.
Lastly, we'll expand on this idea and discuss further processes that build on these concepts. Once you finish this series, you'll be one step closer to automating your entire Rigging Pipeline based simply on a model file.
This is... "Automatic Skeleton Placement in Any Character, Any Pose, and Any Topology". Let's jump in and change the way
Automatic Skeleton Placement In Any Character, Any Pose, Any Topology
Personal License
For use on personal projects
Files (26)
02-files.zip
zip
24.5 MB
00_00_trailer.mp4
mp4
185 MB
00_01_courseOverview.mp4
mp4
57.9 MB
01_01_howAreStudiosPlacingSkeletons.mp4
mp4
47.1 MB
01_02_scanDataReversalAndOtherBenefitsOfAutomaticPlacement.mp4
mp4
70.2 MB
01_03_goingOverIncludedFiles.mp4
mp4
255 MB
02_01_presentingTheProblemAndSolution.mp4
mp4
1.23 GB
02_02_mayaInterfaceAndCodingSetup.mp4
mp4
157 MB
03_01_discussingTheLogicByHandInMaya.mp4
mp4
1.36 GB
03_02_writingTheAnalyzeFunctionsA.mp4
mp4
711 MB
03_02_writingTheAnalyzeFunctionsB.mp4
mp4
1.65 GB
03_03_writingTheRecordFunctions.mp4
mp4
1.38 GB
03_04_writingTheMirrorAndUpdateFunctionsA.mp4
mp4
803 MB
03_04_writingTheMirrorAndUpdateFunctionsB.mp4
mp4
1.26 GB
03_05_writingTheReconformFunctions.mp4
mp4
1.32 GB
04_01_creatingTheUI.mp4
mp4
347 MB
04_02_connectingTheFunctionsToTheUI.mp4
mp4
605 MB
05_01_recordingSkeletorDataBodyA.mp4
mp4
727 MB
05_01_recordingSkeletorDataBodyB.mp4
mp4
593 MB
05_02_wrap3DAndReconformingToDifferentCharactersBodyB.mp4
mp4
1.23 GB
05_02_wrap3DAndReconformingToDifferentCharactersBodyA.mp4
mp4
779 MB
05_03_discussingSolutionsToDeriveOrientationsInAnyPose.mp4
mp4
1.85 GB
06_01_recordingSkeletorDataFace.mp4
mp4
1.71 GB
06_02_wrap3DAndReconformingToDifferentCharactersFaceB.mp4
mp4
815 MB
06_02_wrap3DAndReconformingToDifferentCharactersFaceA.mp4
mp4
823 MB
07_01_finalThoughts.mp4
mp4
175 MB
Total size: 20.2 GB
Commercial License
For use on commercial projects
Files (26)
02-files.zip
zip
24.5 MB
00_00_trailer.mp4
mp4
185 MB
00_01_courseOverview.mp4
mp4
57.9 MB
01_01_howAreStudiosPlacingSkeletons.mp4
mp4
47.1 MB
01_02_scanDataReversalAndOtherBenefitsOfAutomaticPlacement.mp4
mp4
70.2 MB
01_03_goingOverIncludedFiles.mp4
mp4
255 MB
02_01_presentingTheProblemAndSolution.mp4
mp4
1.23 GB
02_02_mayaInterfaceAndCodingSetup.mp4
mp4
157 MB
03_01_discussingTheLogicByHandInMaya.mp4
mp4
1.36 GB
03_02_writingTheAnalyzeFunctionsA.mp4
mp4
711 MB
03_02_writingTheAnalyzeFunctionsB.mp4
mp4
1.65 GB
03_03_writingTheRecordFunctions.mp4
mp4
1.38 GB
03_04_writingTheMirrorAndUpdateFunctionsA.mp4
mp4
803 MB
03_04_writingTheMirrorAndUpdateFunctionsB.mp4
mp4
1.26 GB
03_05_writingTheReconformFunctions.mp4
mp4
1.32 GB
04_01_creatingTheUI.mp4
mp4
347 MB
04_02_connectingTheFunctionsToTheUI.mp4
mp4
605 MB
05_01_recordingSkeletorDataBodyA.mp4
mp4
727 MB
05_01_recordingSkeletorDataBodyB.mp4
mp4
593 MB
05_02_wrap3DAndReconformingToDifferentCharactersBodyB.mp4
mp4
1.23 GB
05_02_wrap3DAndReconformingToDifferentCharactersBodyA.mp4
mp4
779 MB
05_03_discussingSolutionsToDeriveOrientationsInAnyPose.mp4
mp4
1.85 GB
06_01_recordingSkeletorDataFace.mp4
mp4
1.71 GB
06_02_wrap3DAndReconformingToDifferentCharactersFaceB.mp4
mp4
815 MB
06_02_wrap3DAndReconformingToDifferentCharactersFaceA.mp4
mp4
823 MB
07_01_finalThoughts.mp4
mp4
175 MB
Total size: 20.2 GB
Automatic Skeleton Placement In Any Character, Any Pose, Any Topology
Placing Joint Skeletons has always been a fundamental process of Rigging a Character, but what if we could automate this task? now what if we could achieve this for any character, pose, body shape, and even different Topology.
In this training series you'll learn this industry leading method to position your skeletons with the single click of a button.
We'll start by discussing conventional methods of joint placement and the challenges of automating this process. We'll then look at a variety of examples of different bodies and faces in a multitude of shapes, sizes, and poses and then devise a scripted method to place these joints with incredibly high accuracy.
We're not talking about the initial sizing and placement of rig templates that many Packages offer, We're talking about achieving accurate placement of fine detail areas like Fingers, Elbows, Knees, and Facial joints leaving no manual adjustment needed. The days of partial rig placement are over and the cumulative hours spent in hundreds of assets doing this tedious process are a thing of the past.
Lastly, we'll expand on this idea and discuss further processes that build on these concepts. Once you finish this series, you'll be one step closer to automating your entire Rigging Pipeline based simply on a model file.
This is... "Automatic Skeleton Placement in Any Character, Any Pose, and Any Topology". Let's jump in and change the way
Tutorial Details
Category
Skill Level
Duration
6 hours 3 minutes
Published
2022-12-09
Updated
2024-12-20