Zak gives a brief overview of the upcoming series over Storyboarding.
Our first step in the storyboarding process, we’re going to use a low res version of the goblin character with applied materials.
With our goblin character now set up, we start creating the skeleton rig.
With our skeleton set up, we’re now going to use a naming convention for our joints.
Now that our Joints have been named, we’re going to setup the labeling system.
Now that our skeleton is complete, we’re going to break up the model into sections to be parented to joints in the skeleton.
Now that we’ve broken up the model, our next step is to take all these chunks and parent them to the skeleton.
Our geometry has been parented to the skeleton, but we need to focus on special areas of the model we need to deform.
Everything has been constrained and parented, its time to apply the Full Body IK system.
Our Goblin character has been completed, we move on to creating the skeleton for our Knight Character.
Our skeleton is in place, so now we have to split up the model and parent it to the skeleton. We wrap up by applying the Full Body IK.
FBIK has been setup, so we focus on areas of the model that need some special treatment.
Zak takes a second to discuss some of the benefits and pitfalls of working with your FBIK rigged characters.
Now that our characters have been FBIK rigged, we discuss the steps we went through to create our 3D storyboards.
Zak, shows us how to use premier, and add audio to our storyboards, creating a more visual and dynamic version of the storyboard.