Maya Animation Rigging Toolset Download

14.01.2021by
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Maya for Beginners: Complete 3D Animation Masterclass — Udemy — Last updated 12/2020 — Free download Comprehensive Foundational Guide: Fundamental. Rigging toolset mel scripts for character work in maya, character animation mel scripts, character rigging mel scripts, and anything else having to do with building or animating characters in maya. For the character's grooming, I used Maya's powerful XGen toolset. For the hair, I used the classic XGen with the Tube Groom feature, because it allowed me to have more control of the hair's path. Then I used interactive grooming tools for the eyebrows, mustache, eyelashes, and arms, which gave me a more 'artistic' grooming workflow. Autodesk Maya is the industry standard 3D animation software, understanding the concepts in this course will help you land a job in the game, film, tv, or music industry. In this course you will learn how to animate your custom created character from scratch. Maya 2020 adds new tools that empower artists throughout the production pipeline. Whether you’re focused on animation, rigging, modeling, or effects, we’ve packed a lot into this release to help you work faster and without creative limits, including over 60 animation updates, new simulation features in Bifrost, and the latest version of Arnold with the option to render on both the GPU and CPU. Animation Mentor or its licensors own all intellectual property rights, including copyrights, in the Rig, Material and Animation Mentor websites. Please respect those rights. Your Work may not infringe anyone’s intellectual property (“IP”) rights, even if the IP rights being infringed do not belong to Animation.

Toolset


Breaking down the Maya grooming and rigging workflows behind his 3D cartoon character, João Victor Ferreira takes us through the making of 'Farmer' alongside riggers James do Carmo and Giovanna Liber.

CONCEPT REFERENCES

The first step of this project was to get several references to create a good concept and an appealing character. Google images is the best source for this, because we can find a lot of different styles for any given subject. /bosch-blaze-glm-50-c-user-manual.html. I wanted to create a very clean character without too many clothing items, while still maintaining the look of a farmer, so this led me to put overalls on the character.


DESIGN


For the character's design, I wanted to create a 'believable' farmer, which meant creating a strong character who does manual work that would give him big, strong muscles.


I like to create a solid look using sharp angles for the shapes, such as on the nose, jaw, elbows, fingers, and ears. Since the character is cartoon-style, I tried to simplify the shapes with simple planes, to quickly visualize the character.


SCULPTING


The 'Farmer' was sculpted in ZBrush using the Dynamesh feature. After some proportion and style tests, I made the final shape.


TOPOLOGY


The topology of this character was made in Maya using a 'poly-by-poly' technique. The goal is always to avoid strange bumps when the animators deform the mesh through rigging. Renee file protector serial key. I made a topology that could achieve the deformations of the main facial expressions of this character (always considering exaggerated expressions) and for the body's main movements for the arms, torso, and legs.


UV MAPPING

Maya Animation Rigging Toolset Downloads

I used the 3ds Max modifier, 'Unwrap UVW,' cutting the mesh with Convert Selection to Seams feature, then using the Pelt tool and Peel tool.


PAINTING MAPS


All maps used to compose the final materials were painted in ZBrush. The main one, the diffuse map for the skin, is a mix of colors distributed using a Spray stroke type and some circular alpha brushes.


SURFACING

To render the character, I used V-Ray, and I used VRayBlend with a VRayFast SSS 2 material for the skin, tongue, teeth and sclera (white of the eyes), VRayBlendMtl for other pieces like clothing and the cornea, and VRayHairNext material for the hair. I like to use a Falloff map inside the sub-surface color channel to give the skin a little 'velvet' aspect.


GROOMING


For the character's grooming, I used Maya's powerful XGen toolset. For the hair, I used the classic XGen with the Tube Groom feature, because it allowed me to have more control of the hair's path. Then I used interactive grooming tools for the eyebrows, mustache, eyelashes, and arms, which gave me a more 'artistic' grooming workflow. I had to use some density maps to control where the hair would be.


RIGGING

The rigging of the character was done by experienced riggers James do Carmo and Giovanna Liber, who explain the process:

We decided to use this rig as an opportunity to see what we could achieve, in terms of deformations, without using corrective shapes. Our approach was to use extra joints and deformers, but as few as possible to keep the rig calculating quickly. We also tried to isolate each module of the rig (spine, head, limbs, etc.) in a way that allowed us to take advantage of Maya's Parallel Rig Evaluation.


Another cool thing is the facial setup, where we tried to get the most of the GPU cache. To do so, we built multiple layers of deformations without using blend shape nodes to blend those layers together. This way, everything was running on a single mesh. In doing so, we aimed to achieve a fast rig with really cool deformations.


LIGHTING AND RENDERING

To light the scene, I used a key VRayLightRect coming from the top, two VRayLightRects as rim lights, and a VRayLightSphere with a linking feature for the highlights in the eyes.


For the rendering setup, I used an irradiance map for the primary bounces and the light cache for the secondary bounces. The machine used was an i7-6567 3.3GHz, with 16GB of RAM and took about 7 hours to render the image with a resolution of 5K.


POST-PRODUCTION

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I did quick post-production in Photoshop that allowed me to play a bit with the color of the image and increase the light with a lighting pass.

See more of João's work on his website: www.joaovictor3d.com

Find João on Instagram: @joaovictor3dartist
Find Giovanna on Instagram: @giovanna.liber
Find James on Instagram: @james.2js

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Beyond the Free single rig the Morpheus system and grown and become a full animation and rigging toolset (MRS).

Hello and welcome to Rigging Dojo. As one of the sponsors of the CG Monks on the Morpheus Rig update we hope you enjoy using the tools. If you’d like to learn about character rigging and related technical art, check out our training options on the site.

The Morpheus Rig System (MRS) is a python based modular framework and toolset for the creation of high quality creature and character rigs for Autodesk Maya. The fully-customizable rigs can be built for anything from a Unity mobile app to a full feature rig.

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MRS uses a template system under which small rig modules are snapped together and fitted to the character model. These templates are used to generate the controls, wiring and structures of our rigs. The templates can be reconfigured and reused for multiple characters with differing proportions.

Every rig created with MRS is fully integrated into the MRSAnimate toolset to provide a full rigging and animation pipeline for studios of any size.

Maya Animation Rigging Toolset Download Free

That said, trying to learn on your own both how to use it and how to expand and improve it takes time. We partnered with Josh and the CG Monks team through CGMonastery to create a class that is the fastest way to get started rigging and build a foundation to grow from, allowing you to rig any kind of creature or character you dream up.

https://ondemand.riggingdojo.com/MRSMakersWorkshop

Want to learn the backbone Node network rigging used in the MRS rigging system?

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Check out the Intro to MetaData with Josh on our Self Paced Learning site

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