Foundation - Basics
Preferences - Describe the preferences that are changed from default to make it easier for people to follow.
Tab | Time | Chapter | Description |
1 | 00:10 | Lasso Style | Selection Style Settings - Setting the lasso selection option. |
2 | 00:36 | Toggle Visibility | Toggling visibility of Items in the viewports and setting keyboard shortcuts for them. |
3 | 01:50 | Pie Menus | Pie Menu usage and defining new pie menus in the Form Editor. |
4 | 02:28 | General Prefs | General Preferences overview -Undo's, Accuracy, OpenGL & Defaults. |
5 | 04:35 | Schematic View | Schematic Viewport option settings - Draw links behind nodes. |
05:34 | Total Video Time |
User Interface Overview - Show the "setup" tab and point out the panels and UI elements and what they are for.
Tab | Time | Chapter | Description |
1 | 00:09 | UI Oveview | General outline of the various sections of the default modo User Interface. |
2 | 01:03 | Standards Conventions | Conventions used when manipulating viewport panels + making a custom interface. |
3 | 05:32 | Tabbed Viewport | Adding tabs to a set viewport for additional tools. |
4 | 08:08 | Float Viewport | Easy way to pull a viewport out of the interface as a floating window. |
5 | 09:02 | Setup Tab | Detailed look at the Setup interface tab, its layout and tools. |
15:51 | Total Video Time |
Components vs. Items (modes) - Breakdown the different between items and their components and how they affect rigging.
Tab | Time | Chapter | Description |
1 | 00:26 | Item Definition | Explanation of what an 'Item' is in modo. |
2 | 01:08 | Component Def. | Explanation of what a 'Component' is in modo. |
3 | 02:30 | Wrap-up | Wrap-up of information presented in first two sections. |
02:46 | Total Video Time |
Centers vs. Pivots - Breakdown the differences between pivots and centers for clarity.
Tab | Time | Chapter | Description |
1 | 00:53 | Center Definition | Rich defines what a Center is related to modo and items. |
2 | 03:10 | Pivot Definition | Rich explains what a Pivot is related to modo and how it differs from a Center. |
3 | 05:18 | Animating Pivot | Rich demonstrates how to animate a Pivot and what to watch out for when doing so. |
4 | 08:42 | Adv. Concept | Using Centers and Pivots when rigging requires understanding of Primary transforms. |
11:56 | Total Video Time |
Transform Items - Discuss what transform items are and how they are unique and can be used.
Tab | Time | Chapter | Description |
1 | 01:38 | Using Transforms | Introduction and demonstration to what a transform is. |
2 | 03:20 | Reordering | How to reorder transform items to change how they are evaluated. |
3 | 05:56 | Globe Example | Applying layered transforms is demonstrated with a rotating globe orbit. |
4 | 11:09 | Robot Hand | A robot hand is used to provide a practical example of item transforms in action. |
13:53 | Total Video Time |
Action Centers - How using action centers for moving an item affects its transformation channels.
Tab | Time | Chapter | Description |
1 | 00:05 | Definition | Rich explains in detail what an Action Center is and how they work in modo. |
2 | 01:47 | Selection | Example of the 'Selection' Action Center. |
3 | 02:58 | Sel. Auto Axis | Example of the 'Selection Auto-Axis' Action Center. |
4 | 03:50 | Element | Example of the 'Element' Action Center. |
5 | 05:18 | Screen | Example of the 'Screen' Action Center. |
6 | 06:01 | Origin | Example of the 'Origin' Action Center. |
7 | 06:30 | Parent | Example of the 'Parent' Action Center. |
8 | 08:40 | Local | Example of the 'Local' Action Center. |
9 | 10:06 | Pivot | Example of the 'Pivot' Action Center. |
10 | 13:16 | Custom ACs | Rich explains what a custom Action Center is and how to set one up. |
11 | 15:45 | Item Transforms | Item Transforms and how they relate to Action Centers. |
20:24 | Total Video Time |
Channels - Explanation of what 'Channels' are, their different types and the how and why of user channels.
Tab | Time | Chapter | Description |
1 | 01:01 | Channel List | Listing of some the various types of channels related to items. |
2 | 02:32 | Matrix/Vector | Explanation of Vector and Matrix channel types. |
3 | 06:46 | User Channel | What is a User Channel and why would you add one. |
4 | 08:43 | User Channel Types | Listing of the various user channels types available. |
5 | 09:47 | Distance Channel | Explanation of the Distance Channel type. |
6 | 11:38 | Angle Channel | Explanation of the Angle Channel type. |
7 | 14:08 | Percentage | Explanation of the Percentage Channel type. |
8 | 14:55 | Integer Channel | Explanation of the Integer Channel type. |
9 | 15:46 | Channel Options | Detailing of some of the various Channel options. |
10 | 20:42 | Re-order Channels | Changing the order of Channels in the channel list and its affect. |
11 | 22:23 | Advanced Options | Some advanced concepts regarding the usage of Channels in rigging. |
12 | 24:09 | Boolean Channel | Explanation of the Boolean Channel type. |
13 | 25:43 | String Channel | Explanation of the String Channel type. |
14 | 26:29 | Matrix Channel | Explanation of the Matrix Channel type. |
27:23 | Total Video Time |
Alignment and 'Set' Tools - Look at all the alignment tools how to use them in real world rigging tasks.
Tab | Time | Chapter | Description |
1 | 00:15 | Matching Tools | Demonstrations of the tools that match another items transform state. |
2 | 06:28 | Alignment | Demonstration of the alignment tools that modify positions and rotations. |
3 | 10:07 | CentersPivots | Explanation of the importance of a Center or Pivot in relation to the geometry. |
4 | 13:02 | Work Plane | Understanding and using the work plane to control object positions and relations. |
5 | 15:12 | Set Pos/Rot | Demonstration of the Set commands. |
6 | 18:24 | Center to Pivot | Demonstration of the Center to Pivot command. |
5 | 20:28 | Mirror Tools | Proper mirroring of items is explained. |
6 | 22:33 | Drop Actions | Demonstration of all the different drop actions available for easy item positioning. |
29:06 | Total Video Time |
Foundation - Intermediate
Keyframes and Dope Sheet - How to create key frames, what they are and how to use the dope sheet to modify them.
Tab | Time | Chapter | Description |
1 | 00:10 | Differences | The difference between the terms 'Rigging' and 'Animation' are explained. |
2 | 02:46 | What is Key | Rich explains in detail what a keyframe is and how it got its name. |
3 | 04:07 | Set Keyframe | Why and how keyframes are set for Channels is explained. |
4 | 05:16 | Channel States | Details the different colors displayed representing the different channel states. |
5 | 06:59 | Auto Key Setup | Setting up modo for Auto Keyframe creation |
6 | 09:02 | Alt Keyframe Set | Rich demonstrates some alternate ways to set a keyframe. |
7 | 11:10 | Remove Keyframe | How to delete a keyframe from an animation. |
8 | 13:02 | Navigate Keys | Navigating the timeline when keyframes are set. |
9 | 14:22 | Timeline | Rich discusses the timeline as it relates to keyframes. |
10 | 16:11 | Timeline Options | Explanation of the options for the timeline. |
11 | 17:32 | Keys & Channels | How to properly keyframe transform items. |
12 | 19:46 | Dope Sheet | How to open and use the dope sheet for easy keyframe manipulation. |
29:13 | Total Video Time |
Graph Editor - How to use the graph editor, all its functions.. as it applies to both animation and rigging.
Tab | Time | Chapter | Description |
1 | 00:32 | Definition | An explanation of the Graph Editor and its uses for Animation and Rigging. |
2 | 01:49 | Open Editor | Opening of the editor viewport and curve example. |
3 | 04:38 | Slope Types | Demonstrations of each type of Curve |
4 | 09:40 | Weight Option | Definition of Weight as it applies to the curve handles. |
5 | 12:36 | Other Options | Additional options available to manipulate the points of the channel curve. |
6 | 21:08 | Context Menu | Coverage of the RMB context menu. |
7 | 24:37 | Wrap-up | Wrap up summary of important information demonstrated in this video. |
25:29 | Total Video Time |
Parenting and Hierarchies - Talk about parenting, hierarchies, dynamic parenting and how they all play together with transforms.
Tab | Time | Chapter | Description |
1 | 00:17 | Parenting Def. | Definition of what Parenting is and how it pertains to rigging. |
2 | 03:45 | Hierarchy Def. | Definition of a Hierarchy with examples of how they work with rig setups. |
3 | 06:21 | Hierarchy Tools | Various tools and options for defining parenting in Item hierarchies. |
4 | 12:21 | Dynamic Parenting | Explanation of Dynamic Parenting with examples of how to set it up and use it. |
5 | 16:31 | DP Example | Rich uses his infamous Robot Leg to demonstrate his use of Dynamic Parenting for rigging. |
21:14 | Total Video Time |
Referencing - Check the state of referencing in modo and if it can apply to rigging or not.
Tab | Time | Chapter | Description |
1 | 00:08 | Ref. Definition | Definition of what referencing is and how it works in modo. |
2 | 08:23 | Reference Example | Some examples of where and when to use referencing for rigging. |
14:08 | Total Video Time |
Duplicating and Instances - Talk about duplicating, mirroring, instancing items / hierarchies.
Tab | Time | Chapter | Description |
1 | 00:11 | Overview | Detailed walkthrough of the Duplication and Instancing function as it relates to rigging. |
2 | 12:57 | Duplication Tools | Overview of the various duplication tools and how they work for rigging applications. |
25:25 | Total Video Time |
Locator Options - Look at how you can use locators shapes, colors and other options for rigging.
Tab | Time | Chapter | Description |
1 | 00:20 | Display Panel | Location and Options of the 'Display' viewport panel. |
2 | 07:16 | Labels | Applying Labels to items in the viewport for easier identification. |
3 | 09:27 | Draw Options | Various draw options available to items in the 3D viewports. |
4 | 13:23 | Locator Draw | Locator Draw options available. |
5 | 17:35 | Locator Shapes | All the various Locator Shape options covered in detail. |
6 | 18:52 | Locator Links | Linking Locators to other items in the scene for easy referencing cues. |
25:12 | Total Video Time |
Groups - Describe what groups are and how can they be used for rigging.
Tab | Time | Chapter | Description |
1 | 00:07 | Definition | Demonstration of differences between different types of modo groups. |
2 | 02:02 | Add Group | How to add a group to a scene and populate it with items and channels. |
3 | 05:23 | Group Uses | Different ways to use a group for setting keyframes and rigging. |
4 | 13:28 | Advanced Options | Groups overrides and their behaviors explained. |
5 | 20:30 | Context Example | An example of working with a simple rig and a proper group. |
23:21 | Total Video Time |
Curves - How to use curves for rigging, the curve types and issues we have to deal with in a real rig.
Tab | Time | Chapter | Description |
1 | 00:30 | Standard Curve | Drawing out a standard curve. |
2 | 01:48 | Tool Options | Discussion of the various Curve tool options |
3 | 04:22 | Point Order | Description of how Point order affects the curve for rigging. |
4 | 08:21 | Bezier Curve | Drawing out a Bezier Curve. |
5 | 11:37 | Extract Curve | Extracting points from a surface to make a curve. |
6 | 13:32 | Curve Deform | Deforming a Curve item. |
7 | 15:09 | Bezier Deform | Deforming a Bezier item. |
17:48 | Total Video Time |
Foundation - Advanced
Deformers - Breakdown the current state of deformers and how to use the 3 we have been given (WM, Morph and MDD).
Tab | Time | Chapter | Description |
1 | 00:07 | Deformer Def | Location and Options of the 'Display' viewport panel. |
2 | 01:48 | MDD Deformer | Applying Labels to items in the viewport for easier identification. |
3 | 09:28 | Morph Deformer | Various draw options available to items in the 3D viewports. |
4 | 18:43 | Weight Deformer | Locator Draw options available. |
5 | 30:56 | Deformers in Use | All the various Locator Shape options covered in detail. |
48:36 | Total Video Time |
Schematic View - Show to use the schematic view and the channel links panel and all the UI involved in making them work.
Tab | Time | Chapter | Description |
1 | 00:30 | Channel Links | Demonstration of the Channels Links palettes for making simple channel to channel connections. |
2 | 04:39 | Schematic View | Detailed coverage of using the Schematic Viewport. |
3 | 09:35 | Channel Types | Working with different channel types and connecting them together. |
4 | 15:37 | Advanced Rig | Demonstration for why the Schematic View is so important to the rigging process. |
20:17 | Total Video Time |
Inverse Kinematics - Talk all about IK, how to use it and what to watch out for.
Tab | Time | Chapter | Description |
1 | 01:35 | What is IK | Definition of Inverse Kinematics in modo. |
2 | 02:15 | How to Setup IK | Walk through of the steps to set up a proper IK chain. |
3 | 08:10 | Orient & Blend | Explanation of the Orient and Blend options of the IK constraint. |
4 | 11:35 | Add IK Foot | How to properly add a foot to the end of an IK chain. |
5 | 15:10 | IK Goal | Adding of a goal to the IK chain for easy manipulation. |
6 | 20:54 | FK/IK Blending | Option to blend between Forward and Inverse Kinematics. |
7 | 26:33 | Angle Output | Explanation of the Angle Output option. |
28:25 | Total Video Time |
Constraints - Go through each constraint and show how they are used.
Tab | Time | Chapter | Description |
1 | 0:01:51 | Adding Constraints | Demonstration of the proper way to add a constrain to an item or multiple items. |
2 | 0:07:12 | Removing Const. | Demonstration of how to remove a constrain form the scene. |
3 | 0:11:50 | Direction | Demonstration of the Direction Constraint. |
4 | 0:20:06 | Geometry | Demonstration of the Geometry Constraint. |
5 | 0:33:59 | Path | Demonstration of the Path Constraint. |
6 | 0:47:11 | Intersect | Demonstration of the Intersect Constraint. |
4 | 0:57:15 | Intersect 2 | Additional demonstrations of the Intersect Constraint. |
5 | 1:07:17 | Distance | Demonstration of the Distance Constraint. |
6 | 1:12:03 | Extra Options | Reference of the options available to Constraints and their application. |
1:23:41 | Total Video Time |
Constraints in Action - Demonstrations of using constraints in a rigging sense.
Tab | Time | Chapter | Description |
1 | 0:00:44 | Wheel Example | Demonstration of constraints used for a rolling wheel. |
2 | 0:19:26 | Normal Example | Demonstration of constraints used to attach an object to a point aligned to its normal. |
3 | 0:41:03 | Turret Example | Demonstration of constraints used to control a gun turret assigned to a curved path. |
1:11:29 | Total Video Time |
Modifiers - An in-depth view of each modifier, how to use it as well as some general modifier usage knowledge.
Tab | Time | Chapter | Description |
1 | 00:01:22 | What Is Modifier | Definition of what Modifiers are in modo. |
2 | 00:09:17 | Modifiers Intro | Introduction of how to use and apply Modifiers. |
3 | 00:10:14 | Channel Modifiers | Modifiers that affect channels. |
4 | 00:26:09 | Conditional | Explanation of the Logic operators. |
5 | 00:40:08 | Constraint | Overview of Constraints (covered in 'Constraints' section). |
6 | 00:40:51 | Time |
Linking Locators to other items in the scene for easy rig referencing. |
7 | 00:43:08 | Measure | Explanation of the Measuring Modifiers. |
8 | 00:47:24 | Other Modifiers | Coverage for miscellaneous Modifiers. |
9 | 01:03:40 | Math Modifiers | Explanation of the Math operation Modifiers. |
10 | 01:31:16 | Matrix | Explanation of the Matrix Modifiers. |
11 | 01:47:11 | Vector | Explanation of the Vector Modifiers. |
01:59:50 | Total Video Time |
Modifiers in Action - A couple of real world examples of putting together a series of modifiers to achieve a specific result.
Tab | Time | Chapter | Description |
1 | 00:00:15 | Clock Example | Rich demonstrates how he will build a working clock. |
2 | 00:04:02 | Second Hand | Setting up the second hand for the clock. |
3 | 00:09:10 | Minute Hand | Setting up the minute hand for the clock. |
4 | 00:11:27 | Hour Hand | Setting up the hour hand for the clock. |
5 | 00:20:00 | Hand Relationship | Defining the relationships for the second hand spinning interval. |
6 | 00:25:15 | Lock Example | Rich demonstrates how he will build a working combination lock. |
7 | 00:31:00 | Arm Logic | Setting up the logic for the arm. |
8 | 00:49:04 | Wheel Logic | Setting up the logic for the wheels spinning. |
9 | 01:04:22 | Compare Values | Comparing the values for the locks combination allowing it to open. |
01:20:34 | Total Video Time |
Assemblies and Rigging UI - Talk about how to use locators, user channels and assembly tab commands to make rigging UI's.
Tab | Time | Chapter | Description |
1 | 02:08 | Assembly Viewport | Details of what an Assembly Gorup is and how they are useful. |
2 | 10:45 | Pick Walk Example | Example of what the Pick Walk feature does. |
3 | 17:52 | Rigging UI | Making popup channel controls when items are selected. |
4 | 25:33 | Rig UI Example | An example of a series of channel controls defined for an item. |
5 | 28:04 | Assemblies | Assembly presets explained and demonstrated. |
38:19 | Total Video Time |
Assembly Groups - In depth look at how to setup and use assembly groups.
Tab | Time | Chapter | Description |
1 | 00:08 | Definition | Details of what an Assembly Group is and how they are useful. |
2 | 01:19 | Basic Demo | Rich demonstrates the building of a basic Assembly Group. |
3 | 09:00 | Add Complexity | Some additional modifiers are added to an existing assembly. |
4 | 11:04 | Instancing | A demonstration of instancing of an assembly and why that is useful. |
5 | 16:37 | Assembly UI | Explores the relationship between the Groups viewport and related Assemblies. |
6 | 25:51 | Using Items | Using output items in an Assembly. |
7 | 38:50 | Mirroring | Mirroring of the Assembly. |
8 | 45:58 | Assembly Preset | Defining a Preset to allow the Assembly to be used in different scenes. |
53:18 | Total Video Time |
Mine Scene Tutorial
Overview - Explanation of the parameters of the Mining Scene and explanation of the tutorials section.
Tab | Time | Chapter | Description |
1 | 00:00 | Start | Rich explains the Tutorials Section of the Training |
05:47 | Total Video Time |
Train Overview - Discussion of requirements necessary for the Train Engine and Hopper Car tutorials.
Tab | Time | Chapter | Description |
1 | 00:00 | Start | Rich explains the Tutorials Section of the Training |
05:21 | Total Video Time |
Train Engine Tutorial Part 1 - Organizing and planning out of the Train Engine rig using Rig Sketch and prototypes.
Tab | Time | Chapter | Description |
1 | 00:00:00 | Introduction | Introduction to Locomotive Engine and explanation of what needs to be done. |
2 | 00:02:41 | Organization Plan | How to organize the model for a production environment. |
3 | 00:05:41 | Naming Standards | Best practices to use for when naming items and layers. |
4 | 00:06:30 | Organize Model | Actual process of organizing the different layers needed for the train rigging. |
5 | 00:15:58 | Placing Centers | Positioning of 'Centers' is important preparation for animation. |
6 | 00:24:09 | Rig Planning | Rig Sketch walkthrough or what is necessary to rig the action at hand. |
5 | 00:35:06 | Rig Prototype | A basic prototype to decide if the technique outlined in the Rig Sketch will actually work. |
01:02:15 | Total Video Time |
Train Engine Tutorial Part 2 - Building and applying the Rig, including adding user channels, modifiers and rig controllers.
Tab | Time | Chapter | Description |
1 | 00:00:08 | Locators & Setup | Setting up of Locators and planning out colors. |
2 | 00:17:43 | User Channels | Creation of the necessary user channels. |
3 | 00:23:38 | Building Mods | Adding the necessary modifiers to the scene. |
4 | 00:28:05 | Connecting Riders | Conecting the 'riders' to the curve and hooking up the channels in the Schematic view. |
5 | 00:49:36 | Connecting Mesh | Attaching the train elements to the rigged locators. |
6 | 00:54:46 | Attaching Wheels | Attaching the wheels to the train and making them roll. |
5 | 01:10:58 | Train Rig UI | Planning and executing the rig UI to control the train with a Rig Sketch. |
6 | 01:16:18 | Prototype | Rig UI prototype proof-of-concept. |
7 | 01:24:08 | Rig Control | Building up the rig control assembly. |
8 | 01:45:32 | Assembly Preset | Exporting the rig controller into a preset asset for later use. |
9 | 01:49:09 | Applying Preset | Applying the assembly preset to the locomotive engine. |
10 | 01:58:19 | Lock Selections | Controlling what the end user can and cannot select. |
02:02:30 | Total Video Time |
Hopper Car Tutorial - Hopper car wheels are rigged for suspension and sway and doors controllers are added as well.
Tab | Time | Chapter | Description |
1 | 00:00:53 | Organize Layers | Organizing the layers to prepare for rigging. |
2 | 00:18:03 | Rig Planning | Rig Sketch to plan out rigging for the hopper car. |
3 | 00:26:38 | Rig Prototype | Prototype to test the ideas developed in the rig sketch section. |
4 | 00:52:06 | Locators & Setup | Applying the prototype concepts to the actual Hopper Car scene. |
5 | 01:04:25 | User Channels | Adding the necessary User Channels to the scene. |
6 | 01:11:36 | Adding Modifiers | Adding the necessary Modifiers to the scene. |
5 | 01:23:15 | Control Sway | Adding in the controllers to make the Hopper Car sway. |
6 | 01:27:21 | Hopper Doors | Rigging up some controllers for the lower hopper doors. |
7 | 01:38:27 | Parent Geometry | Connecting the geometry to the rigging locators. |
8 | 01:41:51 | Spring Deformer | Adding in deformers and dynamic parenting them. |
9 | 01:51:26 | Rig UI | Rig Sketch to plan out the Hopper Car rig controls. |
10 | 01:56:14 | Add UI Controls | Adding in of the Rig UI controllers. |
11 | 02:12:15 | Door Controls | Hooking up the UI controllers to the Hopper doors. |
12 | 02:18:53 | Wheels Roll | Connecting the wheels and making them roll. |
02:27:59 | Total Video Time |
Train Assembly - Rigging of the couplers and final assembly of the Engine and Hopper into the mine scene.
Tab | Time | Chapter | Description |
1 | 00:00:16 | Overview | Rig Sketch plan of how to assemble the train and hopper car together. |
2 | 00:09:04 | Coupler Rig | Set-up Locators and add Constraints necessary to control the couplers between trains. |
3 | 00:34:35 | Setup Logic | Adding the User Channels and Modifiers that control the cars position along the curve. |
4 | 01:00:43 | Scene Prototype | Setup of multiple cars in a scene. |
5 | 01:11:17 | Curve Resolve | Curve imprecision issue Rich spoke of in Engine tutorial rears its ugly head. |
6 | 01:13:19 | Extract Curve | Making a curve from the tracks in the mine scene. |
5 | 01:17:21 | Scene Assemble | Importing final rigged elements into the scene and attaching them to the extracted curve. |
01:31:05 | Total Video Time |
Crane Overview - Discussion of requirements necessary for the Crane and its network of cables.
Tab | Time | Chapter | Description |
1 | 00:00 | Start | Rich explains the Crane Tutorials Section of the Training |
03:26 | Total Video Time |
Crane Tutorial Part 1 - Organizations and planning out the boom arm rigging.
Tab | Time | Chapter | Description |
1 | 00:00:14 | Model Prep | Preparing the raw geometry for rigging. |
2 | 00:05:54 | Rig Planning | Planning out the rig for the Boom arm. |
3 | 00:15:49 | Locators & Setup | Adding the necessary locators to the scene. |
4 | 00:38:16 | User Channels | Adding the User Channels and hooking up the modifiers. |
5 | 00:59:45 | Scene Prototype | Making the Assembly Group for the cable wheels. |
6 | 01:23:07 | Arm Assembly | Connecting the controls to the boom arm locators. |
01:29:06 | Total Video Time |
Crane Tutorial Part 2 - Rigging of the boom are and cables, controllers added and parenting of the geometry.
Tab | Time | Chapter | Description |
1 | 00:00:04 | Rig Sketch | Planning the rig necessary to control the bucket motions. |
2 | 00:05:51 | Locators & Setup | Adding in of Locators and setting up the necessary Modifiers. |
3 | 00:12:34 | Boom Arm IK | Adding in the IK to control the Boom Arm. |
4 | 00:28:00 | Rig Cleanup | Consolidating the controls of the Crane. |
5 | 00:35:30 | ParentingGeometry | Connecting the Locators to the actual Crane geometry. |
6 | 00:45:33 | Test Setup | Testing the controls and troubleshooting issues that arise. |
5 | 00:55:04 | Attach Cables | Connecting the cables to the pulleys so they animate and scale properly. |
6 | 01:21:09 | Wrap Up | Finishing the cables. |
01:22:16 | Total Video Time |
Crane Tutorial Part 3 - Rigging of the bucket mechanism and pulley wheel controllers. Rig UI planning and execution.
Tab | Time | Chapter | Description |
1 | 00:00:00 | Bucket Rig Sketch | Planning out the functions of the buckets animation. |
2 | 00:06:45 | Bucket Rigging | Adding the two IK chains to the bucket to control its complex motion. |
3 | 00:32:36 | Rigging Hierarchy | Setting up the hierarchy/parenting of the items for proper rigging. |
4 | 00:38:39 | Cables | Setting up the cables that control the bucket opening and closing. |
5 | 00:54:12 | Control Structure | Adding in the necessary animation controls. |
6 | 01:13:04 | Bucket Controller | Rigging UI controls for the open and close action with a relationship. |
5 | 01:32:46 | Vis Controls | Setting up the controls to turn visibility on and off for the various controls. |
01:37:54 | Total Video Time |
Crane Assembly - Final Assembly of the Crane into the completed mining scene.
Tab | Time | Chapter | Description |
1 | 00:00 | Start | Rich imports and places the Crane into the final completed scene. |
04:13 | Total Video Time |