Preface |
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xiii | |
Acknowledgments |
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xv | |
About the Author |
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xvii | |
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1 | (1) |
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Overview of the Interface |
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1 | (4) |
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5 | (1) |
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Keyboard with Highlighted Hotkeys |
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5 | (2) |
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Setting Up Your Project Folder and Scene Files |
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7 | (1) |
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8 | (3) |
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11 | (30) |
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Former Student Spotlight: David Bokser |
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12 | (1) |
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12 | (1) |
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12 | (1) |
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12 | (3) |
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15 | (5) |
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Identifying Pivot Points and Rotations |
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16 | (4) |
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File Referencing [ File > Create Reference...] |
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20 | (3) |
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Changing the Referenced File [ File > Reference Editor] |
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21 | (2) |
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Setting Up Your Work Area |
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23 | (3) |
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26 | (12) |
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The Joint Tool [ Skeleton > Create Joints] |
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26 | (1) |
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Display Size [ Display > Animation > Joint Size...] |
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27 | (1) |
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28 | (5) |
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33 | (1) |
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33 | (1) |
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Moving Joints (also Known as -- Translating Joints) |
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33 | (1) |
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Rotating and Scaling Joints |
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34 | (1) |
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Reorienting Joints [ Skeleton > Orient Joint] |
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35 | (2) |
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Mirroring Joints [ Skeleton > Mirror Joint] |
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37 | (1) |
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Additional Thoughts about Joint Placement |
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37 | (1) |
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38 | (3) |
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Chapter 2 Control Rig Setup |
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41 | (34) |
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Former Student Spotlight: Ryan Yokley |
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42 | (2) |
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43 | (1) |
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44 | (1) |
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44 | (1) |
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44 | (7) |
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47 | (1) |
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48 | (3) |
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51 | (1) |
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Rotation Order and Gimbal Lock |
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52 | (9) |
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Connection Editor [ Windows > General Editors > Connection Editor] |
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57 | (1) |
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Expressions [ Windows > Animation Editors > Expression Editor] |
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58 | (1) |
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Set Driven Key [ Key > Set Driven Key > Set...] |
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59 | (2) |
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61 | (8) |
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Parent [ Constrain > Parent] |
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62 | (1) |
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Point [ Constrain > Point] |
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63 | (1) |
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Orient [ Constrain > Orient] |
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63 | (1) |
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Scale [ Constrain > Scale] |
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64 | (1) |
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65 | (1) |
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Pole Vector [ Constrain > Pole Vector] |
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65 | (1) |
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Rivet [ Constrain > Rivet] |
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65 | (1) |
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Geometry [ Constrain > Geometry] |
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65 | (1) |
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Normal [ Constrain > Normal] |
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66 | (2) |
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Group Nodes or Null [ Edit > Group] |
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68 | (1) |
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Clusters [ Deform > Clusters] |
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69 | (1) |
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69 | (4) |
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73 | (2) |
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Chapter 3 Bipedal Legs and Feet |
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75 | (28) |
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Former Student Spotlight: Ben Willis |
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75 | (1) |
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75 | (1) |
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76 | (1) |
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76 | (1) |
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Joint Placement for the Leg and Foot Skeleton |
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76 | (5) |
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Verifying the Joint Local Rotation Axis |
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79 | (2) |
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Creating a Control System for the Leg and Foot Rig |
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81 | (14) |
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Cleanup for the Legs and Feet |
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93 | (2) |
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Simplifying the Foot Controls |
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95 | (8) |
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Chapter 4 Bipedal Spine and Neck |
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103 | (40) |
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103 | (1) |
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103 | (1) |
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Creating a Ribbon Spine for a Biped |
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103 | (12) |
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105 | (3) |
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Creating a Control System for the Ribbon |
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108 | (6) |
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Cleanup for the Back Ribbon |
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114 | (1) |
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Creating a Ribbon Neck for a Biped |
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115 | (10) |
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115 | (5) |
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Creating a Control System for the Ribbon |
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120 | (4) |
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Cleanup for the Neck Ribbon |
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124 | (1) |
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Creating an IK Spline Spine and Neck for a Biped |
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125 | (11) |
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Joint Placement for a Spine and Neck Skeleton |
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127 | (1) |
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Verifying the Joint Local Rotation Axis |
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128 | (1) |
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Creating a Control System for the IK Spline Spine and Neck |
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129 | (7) |
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Cleanup for the Back IK Spline |
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136 | (4) |
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Cleanup for the Neck IK Spline |
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140 | (3) |
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Chapter 5 Bipedal Arms and Hands |
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143 | (50) |
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143 | (1) |
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Joint Placement for the Arm Skeleton |
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143 | (3) |
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Creating the Joints for the Arms and Clavicles |
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143 | (3) |
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Verifying the Joint Local Rotation Axis |
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146 | (1) |
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Control System for the Arm Rig |
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146 | (22) |
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Creating a Control System for the Clavicle |
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146 | (2) |
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Creating a Control System for the Arm |
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148 | (19) |
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Cleanup for the Arm Setup |
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167 | (1) |
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Joint Placement for the Hand Skeleton |
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168 | (7) |
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Verifying the Joint Local Rotation Axis |
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172 | (3) |
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Control System for the Hand Rig |
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175 | (11) |
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Creating a Control System for the Finger Joints |
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175 | (10) |
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Cleanup for the Hand Setup |
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185 | (1) |
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186 | (7) |
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Chapter 6 Quadruped Legs and Feet |
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193 | (68) |
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193 | (1) |
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Introduction: Hoofs, Paws, and Claws |
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193 | (1) |
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Joint Placement for the Leg and Paw Skeleton |
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193 | (7) |
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Verifying the Joint Local Rotation Axis |
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198 | (2) |
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Control System for the Leg and Paw Rig |
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200 | (15) |
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Cleanup for the Leg and Paw Setup |
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213 | (2) |
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Control System for the Leg and Claw Rig |
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215 | (22) |
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Verifying the Joint Local Rotation Axis |
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218 | (19) |
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Additional Functionality for the Talons and Toes |
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237 | (11) |
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Verifying the Joint Local Rotation Axis |
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243 | (3) |
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Cleanup for the Leg and Claw Setup |
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246 | (2) |
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Control System for the Leg and Hoof Rig |
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248 | (13) |
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Cleanup for the Leg and Hoof Setup |
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260 | (1) |
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Chapter 7 Quadruped Spine and Neck |
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261 | (44) |
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Former Student Spotlight: Dana Corrigan |
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261 | (1) |
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262 | (1) |
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262 | (1) |
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262 | (2) |
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Creating a Ribbon Spine for a Quadruped |
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264 | (11) |
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264 | (3) |
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Creating a Control System for the Ribbon |
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267 | (5) |
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Cleanup for the Back Ribbon |
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272 | (3) |
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Creating a Ribbon Neck for a Quadruped |
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275 | (9) |
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275 | (3) |
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Creating a Control System for the Ribbon |
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278 | (5) |
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Cleanup for the Neck Ribbon |
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283 | (1) |
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284 | (5) |
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Verifying the Joint Local Rotation Axis |
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286 | (3) |
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Cleanup for the FKTail Setup |
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289 | (1) |
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289 | (11) |
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289 | (4) |
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Creating a Control System for the Ribbon |
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293 | (4) |
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Cleanup for the Tail Ribbon |
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297 | (3) |
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Adding a Scapula for a Quadruped |
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300 | (5) |
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Joint Placement of the Scapula |
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300 | (1) |
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Creating a Control System for the Scapula |
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300 | (2) |
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Cleanup for the Scapula Setup |
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302 | (3) |
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305 | (30) |
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305 | (1) |
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305 | (1) |
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Joint Placement for the Biped Head |
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305 | (4) |
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Creating the Joints for the Head, Hat, and Hair Skeleton |
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305 | (3) |
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Verifying the Joint Local Rotation Axis |
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308 | (1) |
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Control System for the Head, Hat, and Hair Skeleton |
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309 | (3) |
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Cleanup for the Biped Head Setup |
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311 | (1) |
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Joint Placement for the Quadruped Head |
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312 | (2) |
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Creating the Joints for the Ears and Collar |
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312 | (1) |
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Verifying the Joint Local Rotation Axis |
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313 | (1) |
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Control System for the Head, Collar, and Ear Skeleton |
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314 | (3) |
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Cleanup for the Ear Setup |
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317 | (1) |
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Dynamic Joint Chains: Antennae |
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317 | (18) |
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Creating the Joints for the Antennae |
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318 | (1) |
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Verifying the Joint Local Rotation Axis |
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318 | (2) |
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Creating a Control System for the Antennae |
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320 | (12) |
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Cleanup for the Antenna Setup |
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332 | (3) |
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335 | (44) |
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335 | (1) |
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335 | (3) |
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Blend Shapes as an Approach to Creating Facial Expressions |
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338 | (3) |
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Tools Used for Modeling Blend Shapes |
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341 | (9) |
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Soft Modification Tool [ Deform > Soft Modification Tool] |
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343 | (1) |
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Sculpt Geometry Tool [ Surfaces > Sculpt Geometry Tool] |
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343 | (2) |
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Add blend shapes [ Deform > Create Blend Shape] |
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345 | (2) |
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347 | (2) |
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Update topology on blend shapes [ Deform > Edit Blend Shape > Bake Topology To targets] |
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349 | (1) |
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350 | (1) |
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Creating Facial Expression Blend Shapes |
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351 | (3) |
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Flipping a Blend Shape Using the Shape Editor |
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354 | (1) |
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355 | (2) |
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Joints as an Approach to Creating Facial Expressions |
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357 | (2) |
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Creating a Control System for Facial Expressions |
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359 | (7) |
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Creating the Jaw and Tongue |
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366 | (9) |
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Creating a Control System for the Jaw |
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366 | (2) |
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Creating the Tongue Ribbon |
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368 | (3) |
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Creating a Control System for the Ribbon |
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371 | (3) |
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Cleanup for the Tongue Ribbon |
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374 | (1) |
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Creating the Eye Controls |
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375 | (2) |
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Cleanup for the Eye Control |
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377 | (1) |
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377 | (2) |
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379 | (14) |
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379 | (1) |
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380 | (1) |
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380 | (2) |
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Nonlinear Deformers [ Deform > Nonlinear] |
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381 | (1) |
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Creating a Simple Basic Prop Rig |
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382 | (5) |
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Creating a Prop Rig with Squash and Stretch |
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387 | (4) |
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389 | (2) |
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391 | (2) |
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Chapter 11 Wrapping Up the Setup |
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393 | (22) |
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Former Student Spotlight: Tim Keebler |
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393 | (1) |
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394 | (1) |
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394 | (1) |
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394 | (4) |
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Cleaning Up the Scene File for Animation |
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398 | (1) |
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Preparing the Scene File for Skinning |
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399 | (2) |
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401 | (1) |
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Creating Additional Tools for Animation |
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402 | (2) |
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Adding Squash and Stretch to the ikSpline Spine |
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404 | (9) |
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Expression Solution for Squash and Stretch |
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405 | (3) |
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Utility Node Solution for Squash and Stretch |
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408 | (5) |
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413 | (2) |
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Chapter 12 Skinning Your Character |
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415 | (34) |
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Former Student Spotlight: Tonya Payne |
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415 | (1) |
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416 | (1) |
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416 | (1) |
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416 | (2) |
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418 | (7) |
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Creating the Skin Deformer [ Skin > Bind Skin] |
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418 | (1) |
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Adding influences [ Skin > Edit Influences > Add Influence] |
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419 | (1) |
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The Component Editor [ Window > General Editors > Component Editor] |
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420 | (1) |
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Smooth Skin Weights [ Skin > Smooth Skin Weights] |
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421 | (1) |
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Paint weights -- [ Skin > Edit Smooth Skin > Paint Skin Weights Tool] |
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422 | (1) |
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Mirror weights -- [ Skin > Mirror Skin Weights] |
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422 | (1) |
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423 | (2) |
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425 | (9) |
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Fixing Skin Weights Using the Component Editor |
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434 | (1) |
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[ Window > General Editors > Component Editor] |
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434 | (1) |
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Fixing Skin Weights Using Smooth Skin Weights |
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435 | (2) |
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[ Skin > Smooth Skin Weights] |
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435 | (2) |
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Fixing Skin Weights Using Paint Skin Weights |
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437 | (3) |
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[ Skin > Paint Skin Weights] |
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437 | (3) |
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440 | (1) |
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[ Skin > Mirror Skin Weights] |
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440 | (1) |
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Creating a geoLevel Switch for Polygonal Characters |
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440 | (3) |
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Final Cleanup of the Scene File |
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443 | (4) |
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444 | (1) |
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Making Geometry Unselectable |
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445 | (1) |
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Colorizing the Controllers |
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446 | (1) |
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447 | (2) |
Index |
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449 | |