Ad Clicks : Ad Views : Ad Clicks : Ad Views : Ad Clicks : Ad Views : Ad Clicks : Ad Views :
Oh Snap!

It looks like you're using an adblocker. Adblockers make us sad. We use ads to keep our content happy and free. If you like what we are doing please consider supporting us by whitelisting our website. You can report badly-behaved ads by clicking/tapping the nearby 'Advertisement' X text.

The A to Z of 3DS Max Character Rigging & Scanning by Dongseok Kim

The A to Z of 3DS Max Character Rigging & Scanning by Dongseok Kim

/

Author:Dongseok Kim

Duration:26 hours 15 minutes

Actual Duration:47h 44m

Release date:2022

Publisher:Coloso

Skill level:Intermediate

Language:English

Exercise files:Yes

Software:3ds Max, Wrap3, Unreal Engine

Course URL:https://coloso.global/en/products/technicaldirector_kimdongseok-us

Master 3ds Max character rigging and skinning with Ubisoft technical director Dongseok Kim, from core concepts to mechanic and cartoon rigs.

Stop fighting stiff, popping characters: Ubisoft character TD Dongseok Kim teaches the complete 3ds Max rigging and skinning pipeline β€” core concepts without math, Biped efficiency plus full bone-rig depth, 12+ body-part rigs, reverse-joint legs, mechanic and cartoon setups, production skinning and Skin Wrap, and FBX export to engine. Across 24 lectures / 26 hours 15 minutes you internalize rig structure through stepped examples and finish with a 22-year veteran’s studio workflow.

🎯 What you’ll learn

  • Understand rigging fundamentals without math: nodes, pivots, bones, transforms, matrices, spaces, hierarchies and constraints
  • Design production rig structure: base skeleton, additional bones, rigging vs skin/deforming bones, controllers, naming and scene organization
  • Use 3ds Max Biped correctly (joint placement, angles, why defaults fail) and drive custom skeletons with it
  • Build 12+ body-part rigs: elbows, knees, neck, groin, twist bones, hips (IK), auto-moving clavicles and flip-free shoulders
  • Skin for checking and for shipping: Envelope control, brush weights, blending, mirroring and engine-ready basics
  • Reuse skinning with Skin Wrap: split, merge, partially transfer, or move weights to different topology
  • Rig reverse-joint legs (double IK, swivel angle), rubber-hose cartoon arms, Biped-driven robot hands and surface-following setups
  • Export cleanly to Unreal Engine via correct FBX preparation and settings

βœ… Requirements

  • Skills: Basic 3D knowledge (beginner to intermediate level); no prior rigging experience needed, math-free concept teaching
  • Tools: 3ds Max 2020.3 (2018 or later), Wrap3 2020.12.2, Unreal Engine 4.18 or later (used only for the export lecture)
  • Hardware: Minimum 16GB RAM, dedicated GPU recommended for viewport rigs and engine export

πŸ“ Description

Most rigging classes teach one tool sequence; this one teaches why each step exists. Dongseok Kim builds concepts so they chain into one big picture β€” nodes through constraints, base skeletons through controllers β€” so you can transfer the thinking to Maya, MotionBuilder, Unity or Unreal Engine, not just repeat a 3ds Max recipe. Planning gets its own lecture: naming, scene organization and export lists, the unglamorous habits that decide whether a rig survives production.

The practice core pairs two strengths: Biped for speed and full bone rigging for control. You place joints correctly, build a clean base skeleton that follows Biped, then add the body-part layer studios actually need β€” elbows, knees, neck, twist bones without flipping, IK hips, self-moving clavicles and stable shoulders. Skinning is taught as a verification loop first (does the rig deform cleanly?) and a shipping skill second, with Envelope discipline, brush refinement, mirroring and engine constraints.

Then comes the range most beginner classes skip: reverse-joint legs driven by familiar controllers, stretchy rubber-hose cartoon arms, Biped-driven mechanical hands via Reaction Manager, rigid props skinned to soft bodies, and surface-following rigs. A dedicated Skin Wrap lecture shows how to split, merge and transplant weights across meshes β€” the reuse technique that saves days on variants. You close by exporting to engine with correct FBX settings and a TD’s guidance on what to learn next.

Course is in English (level: beginner to intermediate, 24 lectures / 26h 15m, base mesh plus lecture rig setups and scripts included). Card built from the manufacturer page via the Coloso dump pipeline.

πŸ§‘β€πŸŽ“ Who this course is for

  • Beginners who find rigging too programmer-like and too slow to internalize, and need math-free fundamentals
  • Character artists and animators whose poses break and want clean deformation in any pose
  • Aspiring technical artists who need a production rig/skin/export loop, not just isolated tool demos

πŸ§‘β€πŸ« About the Author

Dongseok Kim (김동석) is a 3D character technical director at Ubisoft on Beyond Good and Evil 2, with 22 years in games since starting as a modeler in 2000. His credits include Lead Character Artist at Nexon, Lead Technical Artist on Dragon Nest 2 (Eyedentity Games), Senior Technical Artist on Monster Hunter Online (Capcom), and Senior/Lead Technical Artist at NCSoft. Specialized in MMORPG character pipelines β€” shaders, rigging, character production and 3D-scan pipelines.

🏁 Final Result

  • Reusable rig/skin workflow: structured bone rigs with controllers, clean weights and Skin Wrap reuse, exportable to engine
  • Presentation-ready character motion checks (walking turntable, sky posing) proving natural deformation in extreme poses
Curriculum

πŸ“‹ Course content

  1. SECTION 01. Intro
      1. Lecture summary (course goals, pre-learning)
      1. Notes (how to use the lectures, how to study)
  2. SECTION 02. Rigging fundamentals
      1. Terminology (Node / Object / Pivot, Bone / Transform, Matrix / Coordinate system, Space / Track, Hierarchy / Constraint)
      1. First try (creating bones, World / Parent, Local / Gimbal space, applying constraints)
      1. Rig structure (base skeleton, additional skeletons, rigging bones, skin/deforming bones, controllers)
      1. Work planning (project setup, rig/skin/controller setup, naming conventions, organizing and exporting objects)
  3. SECTION 03. Basic rigging practice
      1. Biped setup (key joint positions, default angles, why not to use Biped defaults)
      1. Building the base skeleton (bone axis setup, hierarchy setup, following Biped)
      1. Simple additional bones (elbow, groin, knee and neck bones)
      1. Twist bones (principle for upper/lower arms and thighs/shins, forearm twist build, what gimbal lock is)
      1. Hip bones (what IK is)
      1. Auto-moving clavicle (why the clavicle matters, tail-driven torso setups, avoiding self-reference errors)
      1. Shoulder bones (why raw twist bones fail, removing flipping)
  4. SECTION 04. Skinning
      1. Skinning for rig checking (use Envelopes, bone-to-Envelope relationship, Inner/Outer Envelopes, cross sections)
      1. Refining skinning (brush weight painting, blending modes, mirroring weights, engine-oriented basics)
      1. Muscle bones (correct muscle-bone motion, rotation-to-translation conversion)
      1. Skin Wrap technique (splitting one skinning into many, merging several into one, partial transfers, moving skinning to different topology)
  5. SECTION 05. Mechanic and cartoon rigging
      1. Driving reverse-joint legs with normal leg controllers (double IK, swivel angle)
      1. Rubber-hose arms (Path constraint, avoiding flips on extreme bends, diverging from the original arm)
      1. Controlling a robot hand with Biped (Reaction Manager)
      1. Rigid-surface skinning (skinning a grenade so it follows the body without deforming)
      1. Two surface-following rig techniques (Attachment constraint, mesh-independent Attachment)
  6. SECTION 06. Wrap-up
      1. Exporting to game engine (preparation, FBX settings β€” Unreal Engine)
      1. Closing (topics not covered, what to practice next, advice as a character TD)

πŸ“’ Guys, this is a Group Buy campaign, check the GBC forum thread to get access

You can find the course preview in the download section below.

Watch online or Download for Free
The A to Z of 3DS Max Character Rigging & Scanning by Dongseok Kim
NAME
SIZEDURATION
Dongseok Kim Eng Dub
26.8 MB19m
SECTION 01. Intro
20.4 MB9m
SECTION 02. Rigging Fundamentals
3.2 MB5m
SECTION 03. Basic Rigging Practice
0 B
SECTION 04. Skinning
0 B
SECTION 05. Mechanic and Cartoon Rigging
0 B
SECTION 06. Wrap-Up
3.2 MB4m
Dongseok Kim Eng Sub
18.9 MB9m
SECTION 01. Intro
15.7 MB4m
SECTION 02. λ¦¬κΉ…μ˜ κΈ°λ³Έ 이해
0 B
SECTION 03. κΈ°λ³Έ 리깅 μ‹€μŠ΅
0 B
SECTION 04. μŠ€ν‚€λ‹
0 B
SECTION 05. 메카닉, 카툰 리깅
0 B
SECTION 06. 마무리
3.3 MB4m

Download all

Join us on
  Channel    and      Group

Leave a Comment

Your email address will not be published. Required fields are marked *