July 16, 2007

Digital-Tutors Announces Animation and Rigging Training for Maya

Oklahoma City, Ok. - Digital-Tutors, an Autodesk Authorized Publisher and provider of video-based training, has introduced Rigging Quadrupeds in Maya and Animating Quadrupeds in Maya.
Rigging Quadrupeds in Maya provides six hours of project-based training and guides artists through rigging techniques and the principles of building solution-based rigs, and animator-friendly controls for more efficient animating.
Animating Quadrupeds in Maya teaches artists timesaving animation techniques, the mechanics of quadrupeds, and principles for creating convincing quadruped animations with three hours of project-based training. 
"After being asked on a near-daily basis to develop training for quadruped-centric rigging and animation, our team took a solution-based approach to rigging and animating, and developed a training series to teach artists innovative techniques for rigging and animating quadrupeds," says Delano Athias, animation lead at Digital-Tutors. "The techniques artists will learn will be transferable to a number of quadruped characters. We will also provide insight to the differences in anatomical structures, how to use a production workflow that allows easy changes to be made, and building animator-friendly controls."
Highlights from Rigging Quadrupeds in Maya include: constructing effective hierarchies, developing broken hierarchy systems, building rigs from reference skeletons, building an FK spline system, incorporating MEL for speed, custom shelves for tools, Characters Sets, Sub-Character Sets, set driven keys, IK solvers for proper limb functionality, constraints, advanced hip control, painting weights, Connection Editor, reverse lock systems, muscle deformation with influence objects, corrective shapes for mesh deformations, and additional lessons developed for artists learning rigging.
For a full outline and pricing information of 'Rigging Quadrupeds in Maya'visit:
Highlights from Animating Quadrupeds in Maya include: referencing footage and images, mechanics of quadruped animation, quadruped anatomy for animators, ghosting, Character Sets, adding follow-through, translating cycles forward, proper timing and spacing using rhythm, achieving believable weight, optimizing with Show Buffer Curves, Graph Editor, animating arcs, in-betweening, editing tangents, modifying tangents, animating in sections for efficiency, and additional lessons developed to teach artists a multitude of animation techniques.