Preface |
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ix | |
Acknowledgments |
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xiii | |
Author |
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xv | |
Contributor |
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xvii | |
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1 | (14) |
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3 | (1) |
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1.2 Digital Creature Rigging |
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4 | (1) |
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1.3 Artistic and Scientific |
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5 | (1) |
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1.4 Twelve Rigging Principles |
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5 | (1) |
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5 | (3) |
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8 | (1) |
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9 | (1) |
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9 | (1) |
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10 | (1) |
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1.10 Film/TV Rigs vs Video Game Rigging |
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11 | (1) |
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1.10.1 Shot-Specific Rigging |
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12 | (1) |
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12 | (1) |
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13 | (2) |
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13 | (2) |
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15 | (14) |
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16 | (1) |
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2.2 Giant Squid: Pheridan |
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17 | (4) |
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2.2.1 Pheridan: Anatomy and Attributes |
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18 | (1) |
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2.2.2 Pheridan: Planning and Preparation |
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19 | (2) |
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2.3 Imposing Dragon: Xilteor |
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21 | (5) |
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2.3.1 Xilteor: Anatomy and Attributes |
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22 | (3) |
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2.3.2 Xilteor: Planning and Preparation |
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25 | (1) |
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26 | (1) |
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27 | (2) |
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29 | (10) |
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3.1 Model and Scene Cleaning |
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30 | (5) |
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3.1.1 Redundant Object Removal |
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30 | (1) |
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3.1.2 Polygon/Triangle Limits |
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30 | (1) |
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3.1.3 Topology and Looping Checks |
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31 | (1) |
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31 | (1) |
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32 | (1) |
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32 | (1) |
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32 | (1) |
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33 | (1) |
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34 | (1) |
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34 | (1) |
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3.1.11 Freeze Transformations |
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35 | (1) |
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35 | (1) |
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35 | (1) |
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35 | (2) |
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37 | (2) |
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39 | (22) |
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4.1 Core Hierarchical Structure |
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40 | (2) |
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4.2 Bone Creation and Placement |
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42 | (6) |
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42 | (1) |
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42 | (4) |
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46 | (1) |
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47 | (1) |
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48 | (1) |
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4.3 Building the Skeletal Hierarchy |
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48 | (3) |
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4.3.1 Local Rotation Axis |
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49 | (1) |
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4.3.2 Location Information Data Node |
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50 | (1) |
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51 | (5) |
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54 | (1) |
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55 | (1) |
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56 | (1) |
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56 | (1) |
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57 | (1) |
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57 | (2) |
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59 | (2) |
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59 | (2) |
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5 Pheridan: Animation Rig |
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61 | (24) |
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62 | (1) |
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63 | (1) |
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64 | (18) |
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64 | (1) |
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5.3.2 Torso, Spine and Head |
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65 | (5) |
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70 | (2) |
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72 | (1) |
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5.3.5 Tentacles (The Limbs) |
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73 | (1) |
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74 | (1) |
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74 | (4) |
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78 | (1) |
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78 | (1) |
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79 | (2) |
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81 | (1) |
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5.3.5.7 South East and South West Limbs |
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81 | (1) |
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81 | (1) |
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82 | (3) |
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6 Pheridan: Deformation Rig |
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85 | (16) |
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6.1 Shot-Specific Rig: Automated Swimming Deformations |
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86 | (5) |
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6.1.1 Adding Even More Automation |
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89 | (1) |
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6.1.2 Finishing Up the Shot-Specific Rig |
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90 | (1) |
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91 | (4) |
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6.3 Perfecting the Deformations |
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95 | (4) |
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6.3.1 Advanced Deformation Methodology |
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96 | (1) |
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6.3.2 World-Space Modifiers and Space Warps |
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96 | (3) |
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99 | (2) |
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101 | (12) |
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7.1 Core Hierarchical Structure |
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102 | (1) |
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7.2 Bone Creation and Placement |
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102 | (4) |
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102 | (1) |
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7.2.2 Hips, Head and Tail Fin |
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103 | (1) |
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7.2.3 Neck, Spine and Tail |
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104 | (1) |
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105 | (1) |
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106 | (1) |
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7.3 Building the Skeletal Hierarchy |
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106 | (1) |
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7.3.1 Local Rotation Axis |
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107 | (1) |
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7.3.2 Location Information Data Node |
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107 | (1) |
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107 | (3) |
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109 | (1) |
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109 | (1) |
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110 | (1) |
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110 | (1) |
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110 | (1) |
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111 | (1) |
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112 | (1) |
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113 | (16) |
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114 | (1) |
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115 | (11) |
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115 | (1) |
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8.2.2 Cog, Hips, Head and Tail |
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115 | (1) |
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8.2.3 The Spine, Neck and Tail System |
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116 | (5) |
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121 | (1) |
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121 | (1) |
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122 | (1) |
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123 | (1) |
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8.2.7.1 Foundations of a Multilayered Wing Rig: Hierarchy and Manual Animation Inputs |
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124 | (2) |
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126 | (3) |
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9 Xilteor: Deformation Rig |
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129 | (14) |
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130 | (1) |
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9.2 Cleaning the Geometric Deformations |
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131 | (2) |
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9.3 Wing Automation Controls |
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133 | (9) |
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134 | (2) |
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136 | (2) |
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9.3.3 Automatic Overlapping Action |
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138 | (4) |
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142 | (1) |
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143 | (12) |
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10.1 Things Should Be Cleaner Than This |
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144 | (1) |
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144 | (1) |
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144 | (3) |
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147 | (1) |
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10.5 Digital Creature Rigging |
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148 | (5) |
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10.5.1 The Creature Collection |
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149 | (1) |
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149 | (1) |
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150 | (1) |
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151 | (1) |
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151 | (1) |
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152 | (1) |
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153 | (2) |
Index |
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155 | |