Modeling and Rigging a Cartoon Shark
Modeling and Rigging a Cartoon Shark : During this 3ds Max tutorial we will take a look at modeling and rigging a cartoon shark with principles that can be applied to other marine creatures. This training series looks at the modeling and rigging considerations of a cartoon shark in 3ds Max. We look at creating a basic FK skeleton for our shark model and the skinning consideration we need to think about to create some great deformations. We then expand upon our basic FK rig by using Max’s built-in modifiers to create an automated swim cycle, finally finishing the tutorial with a quick look at a controller system and corrective shapes.
Contents :
- 1 Introduction and project overview 01:32
- 2 Reference and Model Sheet 03:39
- 3 Setting up an image plane 04:45
- 4 Beginning the box modeling phase 12:19
- 5 Refining the shark model 10:17
- 6 Cleaning up the shark model 11:18
- 7 Additional fixes of the shark model 06:52
- 8 Finishing up the shark model 02:34
- 9 Preparing the scene for rigging 02:46
- 10 Creating and placing the bones 11:42
- 11 Linking the bones together 03:57
- 12 Blocking in the skin weights 07:44
- 13 Skinning the shark 07:58
- 14 Blending the skin weights 08:18
- 15 Continuing to blend the skin weights 11:34
- 16 Finishing the skin weights 09:44
- 17 Using a Wave Modifier to automate swimming motion 06:06
- 18 Adding a SplineIK Solver to the bones 04:48
- 19 Creating a custom IK control to automate swimming motion 11:46
- 20 Finalizing the shark rig 03:52
- 21 Bonus: Looking at another shark rig 07:16
- 22 Bonus: Adding corrective shapes to the shark rig 11:03
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