Unreal Mannequin Posing Controls: Advanced Skeleton VS Epic ART Tools | Autodesk Maya & UE5
Class Creative’s Maya & Unreal Complete Guide to Fast 3D Rigging
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Timestamps
00:01 Unreal Mannequins: Advanced Skeleton VS Epic ART Toolkit
00:57 Industry Rigs and workflows
01:24 Class Creatives Info
02:09 ART Tools Mannequin: Default set to IK (How to switch to FK)
02:36 Advanced Skeleton: Default set to IK & FK (How to set settings)
03:04 ART Tools: Posing Control Details
03:50 Advanced Skeleton: Posing Control Details
04:36 ART Tools: Hip Controller
04:58 Advanced Skeleton: Hip Controller (Hip Swinger)
05:05 Advanced Skeleton: FK/IK Matching Tool (Bake Tool)
05:53 ART Tools: FK/IK Matching Tool
06:33 ART Tools: Knee Graph Editor clean up
06:54 Advanced Skeleton VS Epic ART Tools Comparison
07:08 Conclusion
Over more than 30 Lectures!
This course will instruct you on the fundamentals of rigging Unreal Mannequins and MetaHumans with Advanced Skeleton for Autodesk Maya.
We will cover the following core skill sets:
Advanced Skeleton vs Unreal Engine’s Epic Auto Rigging Tools (ART) comparisons
Installation process
Unreal Mannequin and MetaHuman import/export process
How to use the Name Matcher, Mannequin Templates, MetaHuman
Templates, Walk Designer, and Mocap Library tools
Rigging custom Unreal Marketplace character assets and/or custom created characters
Posing control details
FK/IK Matching/Baking tools
Root motion animation workflow
Industry Rigging and best practice workflows
Secret tips and tricks
If you have never created a character rig from scratch, you will be 100% ready to do so by the end of these sessions, regardless of whether you are working on games, film, television, or any other character rigging production needs.
You’ll be armed with the knowledge and powerful tools that are utilized in the industry by some of the top professionals in the world.
Why Learn From Class Creatives?
This course features an accredited university level animation instructor who has over 15 years of experience animating both keyframe, and motion capture for studios such as Naughty Dog (Uncharted Franchise), Insomniac (Ratchet and Clank Franchise), Guerilla Games (Killzone Franchise), Sucker Punch (Infamous Franchise), Google, Disney and more. Whether it be a complex hyper realistic animation or a cartoony stylized “Disney” character animation it ALL starts with the fundamentals which we cover in these lectures.
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