3D Character Development Workshop is designed to fast-track comprehension of the concepts, tools, and methods of character rigging so that you can get past the technical hurdles and on to animating. This comprehensive guide is simple enough for non-technical artists to follow, yet presented in a holistic, comprehensive, best-practices approach so professional and student animators and artists can begin designing and animating their own fully-functioning characters.
Features:
• Uses a holistic, end-to-end process that empowers the reader with an understanding of the entirety of the character development pipeline--from concept to completion
• Includes a fast-tracked learning by example method. Short, iterative lessons create familiarity of best practices through rote exercise
• Contains full color photos (throughout) and downloadable examples/starter files that allow out-of-sequence or selective learning
Arvustused
3D Character Development Workshop: Rigging Fundamentals for Artists and Animators covers the basics of the tools, methods and ideas of character rigging and provides animators with an in-depth survey of best practices to help speed up the process of creating characters. The book includes a Maya file disc of movies and sources of images from the book, while the book packs in color images, screenshots, downloadable examples, and color images supporting concepts of setups, texturing, and different rigging processes. No animation collection should be without this clear survey of the process, which offers a workbook perfect for classroom study or self-instruction alike.
Muu info
Uses a holistic, end-to-end process that empowers the reader with an understanding of the entirety of the character development pipelinefrom concept to completion. Includes a fast-tracked learning by example method. Short, iterative lessons create familiarity of best practices through rote exercise. Contains full color photos (throughout) and downloadable examples/starter files that allow out- of-sequence or selective learning.
Preface |
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Part I Character Modeling |
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1 | (54) |
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1.1 Introduction and Overview |
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1 | (2) |
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1.2 What You Need to Know |
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3 | (1) |
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1.3 The Generikat Template |
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4 | (2) |
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1.4 Importing an Image Plane |
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6 | (1) |
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7 | (3) |
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1.6 Blocking out the Body |
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10 | (21) |
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1.7 Blocking out the Head |
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31 | (12) |
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1.8 Adding Meshes for the Eyes, Tongue, and Teeth |
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43 | (12) |
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Part II Character Texturing |
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55 | (24) |
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56 | (4) |
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60 | (4) |
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64 | (3) |
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2.4 Materials and Textures |
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67 | (4) |
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71 | (8) |
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Part III Character Rigging |
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79 | (64) |
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80 | (5) |
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85 | (11) |
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96 | (10) |
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106 | (10) |
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3.5 Creating the Spine and Head Joints |
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116 | (5) |
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121 | (11) |
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3.7 Bringing it All Together |
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132 | (3) |
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135 | (3) |
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138 | (5) |
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Part IV Character Skinning |
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143 | (24) |
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4.1 Interactive Bind Skin |
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144 | (4) |
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4.2 Painting Skin Weights |
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148 | (5) |
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4.3 Painting Dual Quaternion Blend Weights |
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153 | (1) |
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4.4 Corrective Shapes with the Shape Editor |
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154 | (5) |
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4.5 Corrective Shapes with Pose Space Deformations |
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159 | (8) |
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Part V Character Facial Setup |
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167 | (30) |
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5.1 Setting up Face Blend Shapes |
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167 | (6) |
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5.2 Setting up Eyelid Controls |
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173 | (3) |
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5.3 Setting up Teeth and Tongue |
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176 | (3) |
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5.4 Setting up a GUI for Facial Animation |
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179 | (14) |
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193 | (4) |
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Part VI Character Rig Testing |
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197 | (20) |
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198 | (5) |
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203 | (1) |
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203 | (4) |
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207 | (4) |
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6.5 Final Publish for Animation |
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211 | (6) |
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Part VII Character Animation |
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217 | (10) |
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7.1 Storyboarding and Animatic |
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217 | (1) |
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218 | (2) |
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220 | (2) |
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222 | (2) |
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224 | (1) |
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7.6 Lighting and Rendering |
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224 | (3) |
Postscript |
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227 | (2) |
Index |
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229 | |
Van Horn Erik : Erik Van Horn is an artist, animator and writer, and Program Director of Game Art at The University of the Arts. He has been Digital Art Director for Magic: The Gathering at Wizards of the Coast (a division of Hasbro), and Senior Training Specialist at Disney Animation Studios. Feature credits include Chicken Little, Meet the Robinsons, Bolt, Princess and the Frog, and Tangled.