3D Character Maya Binding Skeleton Task
Budget: £10 – £15 GBP
I am in need of a freelance professional who is skilled in Maya software for bone binding.
Our main task is to bind the characters' skeletons. This will be used only for the later animation and film production. I have a detailed requirement document.
1. Use software
Maya 2018.6 AdvancedSkeleton 5.65
I will provide the character model, production requirements, and ADV skeleton template.
The final delivery format is: Maya (ma format) file
1) Binding Specifications
1. For any questions regarding the models provided by us, prompt feedback and communication is required. It is strictly prohibited to make any modifications to the models privately.
2. For modification feedback, the positions of the bones, the names of the controllers, and the binding levels cannot be changed as per our requirements. The newly added controllers should be placed at the bottom of the original group level.
3. All skinning bones must be added to the Root_M bone chain. There should be no controller-like objects in the bone chain.
4. The models that need to be rendered are controlled only by skinning and blendshape. If other forms of control are added, they must ultimately be controlled directly by skinning or blendshape.
5. Use T-Pose, and provide feedback on A-Pose of the model.
6. The bone positions should be accurate, the weight distribution should be reasonable, the controllers should have no transformation values, the keyframe items should not be locked, and it should be easy to operate.
7. Reasonable secondary controls should be added to achieve realistic effects. The secondary controls should be simple, convenient, and easy to operate.
8. Expressions should not be used during binding; all connections should be made through node links.
9. Binding files should not contain default Maya names such as "joint1" or "curve1".
10. The character should face the world coordinates + Z-axis.
--
There are no redundant layers, garbage nodes, links, or duplicate names.
The controller has no keyframes.
The controller has no parameters; the character is in the initial pose.
Hide the default camera and delete other cameras.
Close all open windows, such as the material editor (Hypershade), animation editor (Graph Editor), outline list (Outline), attribute editor (Attribute Editor), etc.
Wireframe display (set to 4), the window only shows the controller and the model save file.
--
I have a large number of characters that need to be bound. I require a full-time technical staff member and a reasonable price. I will provide 2 character models as a test for this contract. If the efficiency is high and it can meet our expected results, we can have a long-term cooperation. Please give me an appropriate and sincere price range.
Our main task is to bind the characters' skeletons. This will be used only for the later animation and film production. I have a detailed requirement document.
1. Use software
Maya 2018.6 AdvancedSkeleton 5.65
I will provide the character model, production requirements, and ADV skeleton template.
The final delivery format is: Maya (ma format) file
1) Binding Specifications
1. For any questions regarding the models provided by us, prompt feedback and communication is required. It is strictly prohibited to make any modifications to the models privately.
2. For modification feedback, the positions of the bones, the names of the controllers, and the binding levels cannot be changed as per our requirements. The newly added controllers should be placed at the bottom of the original group level.
3. All skinning bones must be added to the Root_M bone chain. There should be no controller-like objects in the bone chain.
4. The models that need to be rendered are controlled only by skinning and blendshape. If other forms of control are added, they must ultimately be controlled directly by skinning or blendshape.
5. Use T-Pose, and provide feedback on A-Pose of the model.
6. The bone positions should be accurate, the weight distribution should be reasonable, the controllers should have no transformation values, the keyframe items should not be locked, and it should be easy to operate.
7. Reasonable secondary controls should be added to achieve realistic effects. The secondary controls should be simple, convenient, and easy to operate.
8. Expressions should not be used during binding; all connections should be made through node links.
9. Binding files should not contain default Maya names such as "joint1" or "curve1".
10. The character should face the world coordinates + Z-axis.
--
There are no redundant layers, garbage nodes, links, or duplicate names.
The controller has no keyframes.
The controller has no parameters; the character is in the initial pose.
Hide the default camera and delete other cameras.
Close all open windows, such as the material editor (Hypershade), animation editor (Graph Editor), outline list (Outline), attribute editor (Attribute Editor), etc.
Wireframe display (set to 4), the window only shows the controller and the model save file.
--
I have a large number of characters that need to be bound. I require a full-time technical staff member and a reasonable price. I will provide 2 character models as a test for this contract. If the efficiency is high and it can meet our expected results, we can have a long-term cooperation. Please give me an appropriate and sincere price range.
Related categories:
3D Rendering
Maya
3ds Max
3D Modelling
3D Animation
3D Rigging
3D Visualization
3D Graphic Design
3D Art
Character Design