Complete Human Character Rig In 3D Studio Max, Part 5 Skinning – Tuts+ Premium
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Complete Human Character Rig In 3D Studio Max, Part 5 Skinning – Tuts+ Premium

Tutorial Details

Final Product What You'll Be Creating

This entry is part 5 of 5 in the series Complete Human Character Rig In 3D Studio Max

In the 5th and final part of the Complete Human Character Rig In 3D Studio Max series, you’ll finalize the process of creating the rig’s many controllers and move onto ‘skinning’ the character. Soni will walk you through the process of weight painting and fine tuning influence values in order to achieve proper animation friendly deformation of the character’s mesh. Click through to wrap up work and complete your own production rig!

Project Overview:

Throughout this series author Soni Kumari will walk you through the entire process of constructing a fully realized character rig from scratch using Max’s proprietary toolset. Over the course of the project Soni will give you a series of in-depth lessons, working towards building a intuitive, animation friendly character rig from the ground up. If you’ve always wanted to learn how rig but didn’t know where to start, this series is for you.



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