Fxphd Msv201 Introduction To Massive
English | Size: 967 MB
Geoff Tobin returns to take this follow up to the introductory MSV101 course. While the 100 level course gave an overview of the Massive software, this course will cover the pipeline and workflow for setting up a typical Massive shot. From planning the mocap sessions and importing and processing the motion through to designing the brains, running the sims and finally rendering with a Renderman compliant renderer. It will also cover advanced features such as dynamics and cloth as well as integration with other software such as Maya.
Class 1: Introduction: The first class will cover the planning stage of setting up a typical Massive shot. Starting with a client brief we'll look at deciding what sort of actions are required for the shots. We'll cover the technical requirements of capturing motion for Massive agents, and use Massive to design an initial motion tree to assist with the capture process.
Class 2: Importing the motion: This class covers the steps required to import and process the raw mocap into a set of actions which can be triggered by the brain. We'll also look at creating IK controls for the actions so they can be adapted to the environment (eg. placing the feet on uneven terrain).
Class 3: Controlling Actions: This class shows how to trigger the actions both directly from the brain and via the motion tree. We'll also cover procedural adaptation using IK.
Class 4: Skinning Geometry: This lesson covers how to attach geometry to an agent using Massive's 'bones' skinning. We look at how to set up optional geometry such as different kinds of clothes as well as using blend shapes.
Class 5: Action! In this class we'll set up the brain of the agent to control its general behaviour as well as perform the specific action required for the shot.
Class 6: Dynamics: This lesson looks at the dynamics features of Massive including rigid body dynamics, cloth, springs, forces and wind.
Class 7: Running Sims: This class covers running the simulation and the various data which needs to be output in order to render the sim. We also look at running multiple pass sims, using the result of one sim as input to the next pass.
Class 8: Maya Integration: In this class we look at how Massive can integrate with other software such as Maya. We'll look at how Massive can import skeletons and motion, as well as cameras and lights from Maya, and export Massive skeletons and motion to Maya. We'll also see how to export particle data from Massive to enable us to import a Massive sim onto a Maya particle system.
Class 9: Advanced Rendering: This class will cover setting up a Renderman compliant renderer for rendering the Massive sim.
Class 10: Bonus: In this last lesson we take a look at some bonus features of Massive including spawning projectiles and getting the agents to paint onto the terrain (eg. for creating footprints)
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