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E-raamat: Digital Creature Rigging: Wings, Tails & Tentacles for Animation & VFX

(University of Sydney, Australia)
  • Formaat: 178 pages
  • Ilmumisaeg: 20-May-2019
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781351360449
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  • Formaat: 178 pages
  • Ilmumisaeg: 20-May-2019
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781351360449
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In a follow-up book, which re-iterates the principles of “Digital Creature Rigging: The Art & Science of CG Creature Setup in 3ds Max”, and enhances their relativity with advanced wing, tail and tentacle setups. This book will discuss advanced rigging techniques in 3ds Max, while readers create a fish, octopus and a Game of Thrones style dragon!

 

Key Features

  • This is the next step in CG creature setups in 3ds Max.
  • Although 3ds Max specific, the techniques and foundations will work for any 3D application.
  • By following the step-by-step guides in this book, you can finish and complete a portfolioready.
  • Each chapter will include an introduction and a summary, giving significance to the start and end of each chapter where our readers can rest!
  • This book includes a companion website where chapter supplements and core files and documents could be easily accessed.
  • Preface ix
    Acknowledgments xiii
    Author xv
    Contributor xvii
    1 Introduction
    1(14)
    1.1
    Chapter Overview
    3(1)
    1.2 Digital Creature Rigging
    4(1)
    1.3 Artistic and Scientific
    5(1)
    1.4 Twelve Rigging Principles
    5(1)
    1.5 Naming Conventions
    5(3)
    1.6 Colors
    8(1)
    1.7 Display Layers
    9(1)
    1.8 Layered Setups
    9(1)
    1.9 3-Stage Asset Build
    10(1)
    1.10 Film/TV Rigs vs Video Game Rigging
    11(1)
    1.10.1 Shot-Specific Rigging
    12(1)
    1.11 Companion Website
    12(1)
    1.12 Summary
    13(2)
    References
    13(2)
    2 The Creatures
    15(14)
    2.1 Overview
    16(1)
    2.2 Giant Squid: Pheridan
    17(4)
    2.2.1 Pheridan: Anatomy and Attributes
    18(1)
    2.2.2 Pheridan: Planning and Preparation
    19(2)
    2.3 Imposing Dragon: Xilteor
    21(5)
    2.3.1 Xilteor: Anatomy and Attributes
    22(3)
    2.3.2 Xilteor: Planning and Preparation
    25(1)
    2.4 Front Cover Image
    26(1)
    2.5 Summary
    27(2)
    3 Rigging Preparation
    29(10)
    3.1 Model and Scene Cleaning
    30(5)
    3.1.1 Redundant Object Removal
    30(1)
    3.1.2 Polygon/Triangle Limits
    30(1)
    3.1.3 Topology and Looping Checks
    31(1)
    3.1.4 Units
    31(1)
    3.1.5 Creature Scale
    32(1)
    3.1.6 Geometry Coloring
    32(1)
    3.1.7 Geometry Naming
    32(1)
    3.1.8 Geometry Hierarchy
    33(1)
    3.1.9 Pivot Points
    34(1)
    3.1.10 Resetting XForms
    34(1)
    3.1.11 Freeze Transformations
    35(1)
    3.1.12 Save Selected
    35(1)
    3.2 Display Layers
    35(1)
    3.3 Save for Rigging
    35(2)
    3.4 Summary
    37(2)
    4 Pheridan: Base Rig
    39(22)
    4.1 Core Hierarchical Structure
    40(2)
    4.2 Bone Creation and Placement
    42(6)
    4.2.1 Center of Gravity
    42(1)
    4.2.2 Torso and Head
    42(4)
    4.2.3 Tentacles (Limbs)
    46(1)
    4.2.4 Exhausts
    47(1)
    4.2.5 Beak
    48(1)
    4.3 Building the Skeletal Hierarchy
    48(3)
    4.3.1 Local Rotation Axis
    49(1)
    4.3.2 Location Information Data Node
    50(1)
    4.4 Base Skinning
    51(5)
    4.4.1 Smooth Skinning
    54(1)
    4.4.2 Save Skinning Data
    55(1)
    4.5 Bone Shaping
    56(1)
    4.6 Range of Motion File
    56(1)
    4.7 Motion Set List
    57(1)
    4.8 Controller Creation
    57(2)
    4.9 Summary
    59(2)
    Reference
    59(2)
    5 Pheridan: Animation Rig
    61(24)
    5.1 The Connections
    62(1)
    5.2 Broken Hierarchies
    63(1)
    5.3 The Animation Rig
    64(18)
    5.3.1 Center of Gravity
    64(1)
    5.3.2 Torso, Spine and Head
    65(5)
    5.3.3 Exhausts
    70(2)
    5.3.4 The Beak
    72(1)
    5.3.5 Tentacles (The Limbs)
    73(1)
    5.3.5.1 North Limb
    74(1)
    5.3.5.2 East Limb
    74(4)
    5.3.5.3 West Limb
    78(1)
    5.3.5.4 South Limb
    78(1)
    5.3.5.5 North East Limb
    79(2)
    5.3.5.6 North West Limb
    81(1)
    5.3.5.7 South East and South West Limbs
    81(1)
    5.3.6 Layout
    81(1)
    5.4 Summary
    82(3)
    6 Pheridan: Deformation Rig
    85(16)
    6.1 Shot-Specific Rig: Automated Swimming Deformations
    86(5)
    6.1.1 Adding Even More Automation
    89(1)
    6.1.2 Finishing Up the Shot-Specific Rig
    90(1)
    6.2 Pheridan's Face Rig
    91(4)
    6.3 Perfecting the Deformations
    95(4)
    6.3.1 Advanced Deformation Methodology
    96(1)
    6.3.2 World-Space Modifiers and Space Warps
    96(3)
    6.4 Summary
    99(2)
    7 Xilteor: Base Rig
    101(12)
    7.1 Core Hierarchical Structure
    102(1)
    7.2 Bone Creation and Placement
    102(4)
    7.2.1 Center of Gravity
    102(1)
    7.2.2 Hips, Head and Tail Fin
    103(1)
    7.2.3 Neck, Spine and Tail
    104(1)
    7.2.4 Limbs
    105(1)
    7.2.5 Wings
    106(1)
    7.3 Building the Skeletal Hierarchy
    106(1)
    7.3.1 Local Rotation Axis
    107(1)
    7.3.2 Location Information Data Node
    107(1)
    7.4 Base Skinning
    107(3)
    7.4.1 Smooth Skinning
    109(1)
    7.4.2 Save Skinning Data
    109(1)
    7.5 Bone Shaping
    110(1)
    7.6 Range of Motion File
    110(1)
    7.7 Motion Set List
    110(1)
    7.8 Controller Creation
    111(1)
    7.9 Summary
    112(1)
    8 Xilteor: Animation Rig
    113(16)
    8.1 Xilteor vs Belraus
    114(1)
    8.2 The Animation Rig
    115(11)
    8.2.1 Layout
    115(1)
    8.2.2 Cog, Hips, Head and Tail
    115(1)
    8.2.3 The Spine, Neck and Tail System
    116(5)
    8.2.4 Tail Fin
    121(1)
    8.2.5 Front Arms
    121(1)
    8.2.6 Rear Legs
    122(1)
    8.2.7 Dragon Wings
    123(1)
    8.2.7.1 Foundations of a Multilayered Wing Rig: Hierarchy and Manual Animation Inputs
    124(2)
    8.3 Summary
    126(3)
    9 Xilteor: Deformation Rig
    129(14)
    9.1 Face Lift
    130(1)
    9.2 Cleaning the Geometric Deformations
    131(2)
    9.3 Wing Automation Controls
    133(9)
    9.3.1 Automated Flapping
    134(2)
    9.3.2 Automated Folding
    136(2)
    9.3.3 Automatic Overlapping Action
    138(4)
    9.4 Summary
    142(1)
    10 Conclusion
    143(12)
    10.1 Things Should Be Cleaner Than This
    144(1)
    10.2 Congratulations
    144(1)
    10.3 File Breakdowns
    144(3)
    10.4 Cover Image
    147(1)
    10.5 Digital Creature Rigging
    148(5)
    10.5.1 The Creature Collection
    149(1)
    10.5.1.1 Belraus
    149(1)
    10.5.1.2 Pheridan
    150(1)
    10.5.1.3 Xilteor
    151(1)
    10.5.2 The Missing Book
    151(1)
    10.5.2.1 Norah
    152(1)
    10.6 Closing Remarks
    153(2)
    Index 155
    Originally trained in graphic and multimedia design, then trained by respected industry professionals (from Pixar, Dreamworks, Disney, ILM, Weta etc) in animation at AnimationMentor.com. Jones has had a number of roles in various industries related to media and entertainment, these include: - Magazine Print (Deputy Art Editor) - Education (Mentor & Course Author) - Video Games (Animator, Technical Animator, Character Technical Director, Computer Graphics Supervisor) - TVC & Film (Animator, Character/Creature Technical Director)