A general overview of the concepts covered in Technical Rigging I and the viewer can expect to learn throughout these videos.
An introductory discussion of rigging in general and how it relates to the real world and 3D workflow.
This lesson covers the concepts of transformations, pre-transformations, and clean transformations in Houdini.
A thorough introduction to the concept of bones, what they are, and how they apply to the process of rigging.
With the concept of bones behind us, this video shows the process of creating and working with bones and bone chains.
A discussion of control objects, including what they are and how they can be created to control your rig.
This video serves as the first part to the completion of an FK control tool using the Python programming language.
Improving the Python FK tool, we create a function that calls on the original function to create controls for multiple bones.
Here we finish up the FK control tool, focusing on the interface the artist will use for setting up the control.
A quick introduction to how we’re going to apply our new skills to rigging up a spider model in Houdini.
Here we look at all of the articulation points needed for rigging up all of the parts of the spider model.
This video covers the process of bone creation and the necessary skeletal setup for the spider character.
Once the bones are in place, we need to create the rigging that will supply control, using the Python tool created earlier.
Now we demonstrate the process of mirroring the bones and control objects across the character.
This conclusion overviews the topics covered thus far and provides a quick preview of the next volume in the series.