Release date:2019

Author:Steve Twist

Skill level:Beginner

Language:English

Exercise files:Yes

Course Description You’ve dreamed about developing the skills to be a successful animation TD. Finally, 3D Buzz provides you with a video set that not only makes this dream a viable reality, but does it by teaching you how to create a vastly powerful and highly practical tool set for any production-level environment! So what are you waiting for? Start down the path of becoming a successful Technical Developer today!

As you progress through the videos in this set, you’re certainly going to learn a lot about rigging, but the act of rigging itself is not our focus. Instead, we guide you through the entire process of scripting a powerful rigging tool set that makes rigging so simple that it could potentially be handled by the animator, rather than requiring a lot of back-and-forth with a rigger. We will teach you how to create a tool that redefines the roles played by TD and animator, and teaches you a vast array of critical thinking skills for creating your own tools in the future.

Disclaimer: The lessons contained within Mastering Maya: Developing Modular Rigging Systems with Python are NOT intended for beginner-level users. Viewers should have AT LEAST a basic understanding of object-oriented programming in some language, and any experience in Python programming is certainly a plus!

Furthermore, it should be noted that the tool as described in this document and as it is created in the videos is built on prototype code. The lessons themselves are a highly valuable resource and will teach you a great deal about the technical development process for building modular rigging pipelines, but the tool itself should still be considered in a prototypical stage. In order for this tool set to go commercial, a wide battery of tests, both in and out of studio environments would be needed, and the code base itself would increase substantially, accounting for every possible user situation. The creation of a commercial-level application, complete with the required time for product testing and revision, is outside the scope of this video set.

Developing Modular Rigging Systems with Python – Part 1 01 – Introduction 02 – Completed Toolset Workflow 03 – Pipeline Overivew 04 – Blueprint System Overivew 05 – Project Directory Structure 06 – Python Init Files 07 – Blueprint System Shelf Tool 08 – Blueprint UI Window 09 – Blueprint Install Button 10 – Blueprint Rules 11 – Blueprint Install Button Callback 12 – Blueprint Namespace Theory 13 – Blueprint Namespace Implementation 14 – Blueprint Installation Theory 15 – Blueprint Installation Joints 16 – Translation controls 17 – Basic IK Theory 18 – Basic IK Implementation, Pt. 1 19 – Basic IK Implementation, Pt. 2 20 – Basic IK Implementation, Pt. 3 21 – IK Stretch Theory, Pt. 1 22 – IK Stretch Theory, Pt. 2 23 – Add Node to Container Wrapper 24 – IK Stretch Implementation 25 – Hierarchy Rep 26 – Module Transform 27 – Orientation Control 28 – Object Oriented Blueprints Theory 29 – OO Blueprints Implementation 30 – Blueprint UI Updated Theory 31 – Blueprint UI Updated Implementation 32 – Locking Overview, Pt. 1 33 – Locking Overview, Pt. 2 34 – Locking Implementation, Pt. 1 35 – Locking Implementation, Pt. 2 36 – Locking Implementation, Pt. 3 37 – Locking Implementation, Pt. 4 38 – Locking Implementation, Pt. 5 39 – Locking Implementation, Pt. 6 40 – Locking Implementation, Pt. 7 41 – Locking Implementation, Pt. 8 42 – Locking Implementation, Pt. 9 43 – Locking Implementation, Pt. 10 44 – Blueprint UI Script Job Theory 45 – Blueprint UI Script Job Implementation 46 – Blueprint Custom UIs 47 – Blueprint Delete 48 – Blueprint Rename 49 – Hooking Theory 50 – Hooking Implementation, Pt. 1 51 – Hooking Implementation, Pt. 2 52 – Rehook, Pt. 1 53 – Rehook, Pt. 2 54 – Lock Revisited for Hook, Pt. 1 55 – Lock Revisited for Hook, Pt. 2 56 – Lock Revisited for Hook, Pt. 3 57 – Delete Revisited for Hook 58 – Snap Root to Hook 59 – Constrain Root to Hook 60 – Unconstrain Root from Hook 61 – Unconstraing Rook Bonus 62 – Grouping, Pt. 1 63 – Grouping, Pt. 2 64 – Grouping, Pt. 3 65 – Ungroup, Pt. 1 66 – Ungroup, Pt. 2 67 – Lock Revisited for Group 68 – Delete Revisited for Group 69 – Mirroring Theory 70 – Mirroring UI, Pt. 1 71 – Mirroring UI, Pt. 2 72 – Mirroring UI, Pt. 3 73 – Mirroring UI, Pt. 4 74 – Mirroring UI, Pt. 5 75 – Mirroring UI, Pt. 6 76 – Mirroring, Pt. 1 77 – Mirroring, Pt. 2 78 – Mirroring, Pt. 3 79 – Mirroring, Pt. 4 80 – Mirroring, Pt. 5 81 – Mirroring, Pt. 6 82 – Mirroring, Pt. 7 83 – Mirroring, Pt. 8 84 – Mirroring, Pt. 9 85 – Mirroring, Pt. 10 86 – Lock Revisited for Mirroring 87 – Delete Revisited for Mirroring 88 – Rename Revisited for Mirroring 89 – Symmetry Move Theory 90 – Symmetry Move Implementation, Pt. 1 91 – Symmetry Move Implementation, Pt. 2 92 – Symmetry Move Implementation, Pt. 3 93 – Symmetry Move Implementation, Pt. 4 94 – Symmetry Move Implementation, Pt. 5 95 – Finger Install, Pt. 1 96 – Finger Install, Pt. 2 97 – Finger Mirror

Developing Modular Rigging Systems with Python – Part 2 098 – Finger UI 099 – Finger Lock 100 – Thumb 101 – Single Orientable Joint Install 102 – Single Orientable Joint Mirror UI 103 – Singe Orientable Joint Lock 104 – Root Transform 105 – Hinge Joint Theory 106 – 2-Segment Stretchy IK 107 – Hinge Joint Install 108 – Hinge Joint Mirror UI Lock 109 – Leg and Foot 110 – Spline Theory 111 – Spline Implementation, Pt. 1 112 – Spline Implementation, Pt. 2 113 – Spline Implementation, Pt. 3 114 – Spline Implementation, Pt. 4 115 – Spline Implementation, Pt. 5 116 – Templates Theory 117 – Templates, Pt. 1 118 – Templates, Pt. 2 119 – Templates, Pt. 3 120 – Templates, Pt. 4 121 – Templates, Pt. 5 122 – Templates, Pt. 6 123 – Templates, Pt. 7 124 – Templates, Pt. 8 125 – Templates, Pt. 9 126 – Duplicate, Pt. 1 127 – Duplicate, Pt 2 128 – Lock Revisited 129 – Attach Geo to Blueprint, Pt. 1 130 – Attach Geo to Blueprint, Pt. 2 131 – Attach Geo to Blueprint, Pt. 3 132 – Attach Geo to Blueprint, Pt. 4 133 – Attach Geo to Blueprint, Pt. 5 134 – Publish, Pt. 1 135 – Publish, Pt. 2 136 – Publish, Pt. 3 137 – Character Install 138 – Character Delete 139 – Module Maintenance UI Theory 140 – Mod. Maint. UI Wrapper Theory 141 – Mod. Maint. UI Wrapper Implementation 142 – Module Maintenance UI, Pt. 1 143 – Module Maintenance UI, Pt. 2 144 – Module Maintenance UI, Pt. 3 145 – Module Maintenance UI, Pt. 4 146 – Control Module Namespaces 147 – Module Maintenance UI, Pt. 5 148 – Module Maintenance UI, Pt. 6 149 – FK Install, Pt. 1 150 – FK Install, Pt. 2 151 – FK Install, Pt. 3 152 – FK Theory 153 – FK Install, Pt. 4 154 – Animation Control Module OOP 155 – Control Object 156 – Animation UI Theory 157 – Animation UI, Pt. 1 158 – Animation UI, Pt. 2 159 – Animation UI, Pt. 3 160 – Animation UI, Pt. 4 161 – Animation UI, Pt. 5 162 – Control Module Uninstall 163 – Control Module Duplicate 164 – FK Control Matching 165 – Animation UI Window Deletion 166 – Basic Stratchy IK Theory 167 – Basic Stratchy IK, Pt 1 168 – Basic Stratchy IK, Pt 2 169 – Basic Stratchy IK, Pt 3 170 – Matching Twist Angles 171 – Basic Stratchy IK, Pt 4 172 – Control Object Theory 173 – Control Object Mirror Spaces 174 – Space Switching, Pt. 1 175 – Space Switching, Pt. 2 176 – Space Switching, Pt. 3 177 – Mirror Blueprint UI Tweak 178 – FK Revisited Theory 179 – FK Revisited Implementation 180 – FK Space Switchable 181 – FK Stretchy 182 – Global Control 183 – Circle Control IK Theory 184 – Circle Control IK Imp. Install 185 – Circle Control IK Imp. UI Match 186 – Leg IK Reverse Foot Theory 187 – Leg IK Reverse Foot Install 188 – Leg IK Rev. Foot Match Theory 189 – Leg IK Rev. Foot Match Imp_ 190 – Spline Rig Overview 191 – Install Requirements 192 – Spline Root and End Control Objs_ 193 – Spline IK Theory 194 – Spline IK Implementation 195 – Stretchy Spline IK Implementation 196 – Spline Cluster Scaler Implementation 197 – Basic IK Theory 198 – Basic IK Implementation 199 – Spline IK Twist 200 – Spline Interpolators Theory 201 – Spline Interpolators Implementation 202 – Spline UI 203 – Spline Match 204 – Conclusion

ModRigAssets.7z

  Channel    and      Group

下载说明:用户需登录后获取相关资源
1、登录后,打赏30元成为VIP会员,全站资源免费获取!
2、资源默认为百度网盘链接,请用浏览器打开输入提取码不要有多余空格,如无法获取 请联系微信 yunqiaonet 补发。
3、分卷压缩包资源 需全部下载后解压第一个压缩包即可,下载过程不要强制中断 建议用winrar解压或360解压缩软件解压!
4、云桥网络平台所发布资源仅供用户自学自用,用户需以学习为目的,按需下载,严禁批量采集搬运共享资源等行为,望知悉!!!
5、云桥网络-CG数字艺术学习与资源分享平台,感谢您的赞赏与支持!平台所收取打赏费用仅作为平台服务器租赁及人员维护资金 费用不为素材本身费用,望理解知悉!