种子简介
种子名称:
Digital Tutors - Indie Game Development Pipeline Volume 7 Boss Character Rigging and Animation
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文件数目:
60个文件
文件大小:
1.87 GB
收录时间:
2014-7-16 03:55
已经下载:
3次
资源热度:
371
最近下载:
2025-2-17 16:14
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Digital Tutors - Indie Game Development Pipeline Volume 7 Boss Character Rigging and Animation.torrent
20 Painting weights.mp456.02MB
12 Adding finger bones.mp449.72MB
11 Starting on the character's arm chain.mp441.3MB
26 Adding influence objects to a bound mesh.mp438.81MB
49 Animating the boss's roar.mp435.24MB
50 Finishing the extremes for the boss's roar.mp434.49MB
58 Finalizing the animation.mp433.53MB
15 Finalizing the orientation of our finger joints and mirroring our arm chain.mp432.29MB
60 Pushing appeal and exporting our animations.mp431.56MB
47 Roughing in the boss's reaction to the player.mp431.27MB
48 Blocking in the boss as he loosens up his rigid form.mp431.17MB
51 Finalizing our initial blocking pass.mp430.13MB
44 Double-checking our rig and creating selection sets with MEL.mp427.77MB
34 Controlling the eyelids.mp427.73MB
16 Skinning the boss's eye and eyelids.mp426.85MB
05 Creating joints for the root and upper body.mp426.33MB
42 Completing the layout of our finger controls.mp426.14MB
56 A second polishing pass.mp426.12MB
39 Setting up controls for the arms.mp426.09MB
38 Controlling the trees on top of the boss's head.mp425.26MB
52 Second round of blocking.mp425.13MB
07 Setting up joints for the boss's eye and eyelids.mp424.83MB
31 Controlling the knees.mp424.79MB
28 Creating leg controls.mp424.55MB
27 Creating a global control.mp424.32MB
08 Adding joints for the eyebrows.mp424.1MB
57 Eliminating rigid movements and fine-tuning arcs.mp423.82MB
46 Blocking in the boss's intro sequence.mp423.49MB
09 Creating joints for the trees on top of the character's head.mp423.45MB
19 Binding the character's body.mp423.26MB
10 Segmenting joint chains in Maya.mp421.85MB
41 Starting on the boss's finger controls.mp421.29MB
02 Setting up the scene and adding leg joints.mp421.24MB
32 Setting up a center-of-gravity control.mp419.66MB
37 Finishing our brow controls.mp418.5MB
04 Finishing our initial joint chain and mirroring it to the opposite leg.mp418.1MB
03 Quickly modifying the orientation of joints in Maya.mp417.53MB
25 Completing our forearm twist rig.mp417.42MB
53 Re-timing the boss's performance.mp417.26MB
14 Checking the arm chain's orientation and using MEL to reorient joints.mp416.97MB
55 Our first polishing pass.mp416.66MB
13 Cleaning up our finger bones.mp415.99MB
22 Using MEL to search for skin clusters and skin joints.mp415.67MB
33 Controlling the jaw.mp415.45MB
36 Creating brow controls.mp415.42MB
54 Finalizing our timing adjustments of the boss's opening animation.mp415.4MB
45 Setting up our scene for animation.mp415.07MB
40 Adding elbow controls.mp414.63MB
30 Finishing our foot controls.mp414.48MB
29 Adding inverse kinematics to the legs.mp414.19MB
43 Finishing the fingers.mp412.54MB
35 Removing offset values on constrained objects.mp412.36MB
06 Creating a jaw bone.mp411.67MB
17 Skinning the eyebrows.mp410.94MB
21 Mirroring weights.mp410.88MB
18 Skinning the trees on top of the boss's head.mp49.41MB
23 Maintaining volume in the forearms.mp49.24MB
24 Mirroring our twist joints.mp46.48MB
01 Introduction and project overview.mp46.18MB
59 Animating with efficiency in mind.mp44.82MB