No public preview image is available.
Digital Tutors - Rigging and Animating a Game Boss in 3ds Max
Duration 5h
Difficulty Level Intermediate
Project Files Included
Software used
What you will learn
In this set of 3ds Max tutorials we will learn how to rig and animate a boss for a video game.
What are the steps that go into creating a control rig and a sequence of animations for a game
boss, and how do we export all of this data our for a game engine like Unity? These are the topics
that we will cover in this course.
We'll start by creating a skeleton for our boss asset. We'll then cover time-saving skinning
techniques and learn how to set up control objects. We'll learn how to keep the entire rig clean
and animator-friendly. We'll also learn how to set up systems to automate certain movements that
will help to enhance our animations!
To conclude the tutorial, we will learn how to approach animating various sequences of our game
boss before exporting all of our work for use in Unity. By the end of this tutorial, you will have
the skill-set to rig and animate your own game boss.
Partner
Tutor
Delano Athias
-
Introduction and project overview 01:01
-
Setting up our scene and creating bones for the vertebrae 15:40
-
Adding bone objects for the jaw and legs 12:26
-
Building bone objects for the mandibles and claws 14:48
-
Creating bone objects for the primary arms 11:14
-
Rigging the secondary arms 10:45
-
Skinning the model 09:51
-
Refining skin deformations 10:39
-
Creating a global control 08:03
-
Setting up controls for the COG, vertebrae, and gaster 16:34
-
Creating controls for the legs and claws 19:42
-
Controlling the arms 15:35
-
Setting up controls for the neck and head 08:10
-
Adding controls to the jaw and mandibles 13:27
-
Automating the movement of the smaller arms 08:28
-
Finishing the automated system for the smaller arms 07:20
-
Getting our rig ready for animation 03:35
-
Animating the anticipation to the attack of the creature 09:32
-
Finishing the blocking pass of the first sequence of the anticipation of the creature 10:15
-
Blocking in the second sequence of the anticipation of the creature 09:54
-
Completing the blocking pass of the anticipation of the creature 07:03
-
Refining the anticipation sequence 12:57
-
Cleaning up the anticipation to the attack 16:21
-
Starting on the fall of the creature 10:13
-
Wrapping up the blocking pass of the fall 15:08
-
Polishing the fall 15:17
-
Final animations of the game boss and exporting animation out of 3ds Max 06:25

