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3D Character Development Workshop: Rigging Fundamentals for Artists and Animators [Pehme köide]

  • Formaat: Paperback / softback, 234 pages, kaal: 472 g, full-color illus throughout
  • Ilmumisaeg: 03-Apr-2018
  • Kirjastus: Mercury Learning & Information
  • ISBN-10: 1683921704
  • ISBN-13: 9781683921707
Teised raamatud teemal:
  • Formaat: Paperback / softback, 234 pages, kaal: 472 g, full-color illus throughout
  • Ilmumisaeg: 03-Apr-2018
  • Kirjastus: Mercury Learning & Information
  • ISBN-10: 1683921704
  • ISBN-13: 9781683921707
Teised raamatud teemal:
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 ix
Part I Character Modeling
1(54)
1.1 Introduction and Overview
1(2)
1.2 What You Need to Know
3(1)
1.3 The Generikat Template
4(2)
1.4 Importing an Image Plane
6(1)
1.5 Setting up Symmetry
7(3)
1.6 Blocking out the Body
10(21)
1.7 Blocking out the Head
31(12)
1.8 Adding Meshes for the Eyes, Tongue, and Teeth
43(12)
Part II Character Texturing
55(24)
2.1 Cleaning up the Mesh
56(4)
2.2 Projecting UVs
60(4)
2.3 Cut and Layout UVs
64(3)
2.4 Materials and Textures
67(4)
2.5 3D Painting
71(8)
Part III Character Rigging
79(64)
3.1 Rigging the Legs
80(5)
3.2 Rigging the Feet
85(11)
3.3 Rigging the Arms
96(10)
3.4 Rigging the Hands
106(10)
3.5 Creating the Spine and Head Joints
116(5)
3.6 Spine Setup
121(11)
3.7 Bringing it All Together
132(3)
3.8 Head and Eyes Setup
135(3)
3.9 Clean Up
138(5)
Part IV Character Skinning
143(24)
4.1 Interactive Bind Skin
144(4)
4.2 Painting Skin Weights
148(5)
4.3 Painting Dual Quaternion Blend Weights
153(1)
4.4 Corrective Shapes with the Shape Editor
154(5)
4.5 Corrective Shapes with Pose Space Deformations
159(8)
Part V Character Facial Setup
167(30)
5.1 Setting up Face Blend Shapes
167(6)
5.2 Setting up Eyelid Controls
173(3)
5.3 Setting up Teeth and Tongue
176(3)
5.4 Setting up a GUI for Facial Animation
179(14)
5.5 Beyond This Lesson
193(4)
Part VI Character Rig Testing
197(20)
6.1 Finishing Touches
198(5)
6.2 File Clean Up
203(1)
6.3 Calisthenics Test
203(4)
6.4 Lip Sync Test
207(4)
6.5 Final Publish for Animation
211(6)
Part VII Character Animation
217(10)
7.1 Storyboarding and Animatic
217(1)
7.2 Layout
218(2)
7.3 Animation: Blocking
220(2)
7.4 Animation: Refining
222(2)
7.5 Animation: Polishing
224(1)
7.6 Lighting and Rendering
224(3)
Postscript 227(2)
Index 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.