Author |
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xi | |
Introduction |
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xiii | |
Section I Rotation |
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3 | (8) |
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3 | (1) |
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1.2 How Do You Make A Hierarchy In 3D? |
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4 | (1) |
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1.3 What Does "Inheriting Transform" Mean? |
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5 | (6) |
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1.3.1 How Does The Parent/Child Relationship Affect Global/Local/Object Transforms? |
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5 | (4) |
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1.3.2 What Are Hierarchies Used For In 3D Computer Graphics? |
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9 | (2) |
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11 | (8) |
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12 | (1) |
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2.2 What Are Euler Rotations? |
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13 | (3) |
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2.3 What Is Rotation Order? |
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16 | (1) |
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2.4 What Are Quaternion Rotations? |
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17 | (1) |
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2.5 What Rotation Types Do I Use? Why Have Two Types Of Rotations? |
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18 | (1) |
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Chapter 3 Joints And Joint Orient |
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19 | (14) |
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19 | (1) |
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3.2 What Properties Do Joints Have That Other Types Of Transforms Don't? |
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20 | (2) |
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3.3 What Is A Joint Orient? |
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22 | (5) |
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3.4 How Do You Set Joint Orients? |
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27 | (3) |
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3.5 What Is The Best Configuration To Set Up Joint Orients? |
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30 | (1) |
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3.6 How Do Joint Orients Relate To Rotation Order? |
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31 | (1) |
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3.7 Does Translating Joints Affect The Joint Orient At All? |
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31 | (2) |
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Chapter 4 Primary Skeleton |
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33 | (32) |
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33 | (1) |
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4.2 What Are Skeletons Used For? |
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33 | (1) |
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4.3 What Is Forward Kinematics? |
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33 | (2) |
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4.4 What Different Poses Are Characters Modeled In, And How Does That Affect The Skeleton? |
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35 | (2) |
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4.5 What Is Skeletal Alignment And How Does It Relate To The Character Model? |
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37 | (10) |
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4.6 How Do I Assess A Character Model For Skeletal Alignment? |
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47 | (1) |
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4.7 Lesson 1: Creating The Basic Skeleton |
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47 | (18) |
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4.7.1 Step 1: Load The File |
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47 | (1) |
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4.7.2 Step 2: Create The Template Joint |
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47 | (1) |
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4.7.3 Step 3: Expose The Joint Orients |
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47 | (2) |
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4.7.4 Step 4: Create The Spine |
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49 | (2) |
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4.7.5 Step 5: Create The Legs |
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51 | (2) |
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4.7.6 Step 6: Orient The Leg Joints |
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53 | (2) |
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4.7.7 Step 7: Create The Arms |
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55 | (1) |
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4.7.8 Step 8: Orient The Arm Joints |
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56 | (3) |
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4.7.9 Step 9: Mirror The Limbs |
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59 | (6) |
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Chapter 5 Intermediate Skeleton Setup |
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65 | (16) |
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5.1 How Do I Orient My Joints Properly? How Do I Determine Rotation Order? |
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65 | (8) |
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5.2 When Do I Need To Customize My Joint Orients? How Do I Set Custom Joint Orients? |
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73 | (2) |
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5.3 What Are Twist Nodes? How Do I Put Twist Nodes Into My Skeleton? |
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75 | (2) |
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5.4 What Twist Nodes Do I Need To Create For My Human Skeleton? |
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77 | (1) |
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5.5 How Do I Insert A Twist Joint If I Need One? |
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78 | (2) |
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5.6 Do I Have To Do All This On The Other Side? |
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80 | (1) |
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Chapter 6 Inverse Kinematics |
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81 | (20) |
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6.1 What Is Inverse Kinematics? |
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81 | (2) |
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6.2 Why Do I Need Inverse Kinematics? |
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83 | (2) |
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6.3 How Do I Create IK Chains? |
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85 | (1) |
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6.4 What's The Difference Between Single-Chain And Rotate-Plane IK? What Is A Pole Vector? |
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85 | (2) |
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6.5 How Do I Edit IK Chains And Their Parameters? |
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87 | (3) |
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6.6 What Are The IK Essentials For The Humanoid Body? |
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90 | (1) |
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90 | (1) |
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6.8 Lesson 1: Building Standard IK Chains For A Human Arm |
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91 | (10) |
Section II Deformation |
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Chapter 7 Introduction To Deformation |
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101 | (10) |
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7.1 What Is A Deformer? How Do Deformers Work? |
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101 | (1) |
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7.2 What Are The Different Kinds Of Deformers? |
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101 | (7) |
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7.2.1 Node-Based Deformers |
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102 | (1) |
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7.2.2 Point-Based Deformers |
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102 | (1) |
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103 | (2) |
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7.2.4 Curve-Based Deformers |
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105 | (1) |
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7.2.5 Geometry-Based Deformers |
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105 | (3) |
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7.3 How Are Deformers Used In Modeling, Animating, And Character Rigging? |
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108 | (3) |
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Chapter 8 Skinning A Character |
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111 | (44) |
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111 | (1) |
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8.2 How Does Skinning Work? |
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111 | (2) |
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8.3 What Are The Different Types Of Skinning Methods? |
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113 | (2) |
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8.4 What Are The Important Parameters Of Binding A Character? |
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115 | (3) |
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8.5 Can I Let Maya Do My Skin Weights For Me? |
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118 | (1) |
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119 | (2) |
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8.7 What If I Need To Move A Joint After Skinning My Character? |
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121 | (1) |
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8.8 How Can I Save My Skin Weights So I Have To Do Them Again? |
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121 | (1) |
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8.9 What Is Secondary And Tertiary Deformation? |
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122 | (1) |
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8.10 Lesson 1: The Zeman Skin Weight Method |
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123 | (32) |
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8.10.1 Step 1: Binding The Character To The Skeleton |
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124 | (2) |
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8.10.2 Step 2: Blocking Out Skin Weights |
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126 | (6) |
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8.10.3 Step 3: Blending The Weights In The Seams |
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132 | (8) |
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8.10.3.1 Don't Lose Volume |
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134 | (1) |
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8.10.3.2 Weight For The Primary Axis Of Motion First |
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135 | (1) |
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8.10.3.3 Avoid Unrealistic Ranges Of Motion |
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136 | (1) |
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8.10.3.4 Don't Get Too Caught Up In Detailed Areas |
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136 | (1) |
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137 | (1) |
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138 | (1) |
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138 | (2) |
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140 | (1) |
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8.10.4 Step 4: The Clavicle/Humerus/Upper Spine |
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140 | (27) |
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143 | (1) |
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8.10.4.2 The Head And Neck |
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143 | (5) |
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148 | (2) |
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150 | (1) |
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8.10.4.5 The Ankle And Ball |
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151 | (1) |
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151 | (3) |
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8.10.4.7 Adjusting The Joints After Weighting |
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154 | (1) |
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155 | (44) |
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9.1 How Do You Make Relationships Between One Node And Another? |
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155 | (1) |
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9.2 Why Do You Need To Make Relationships Between One Node And Another? |
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155 | (1) |
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9.3 What Are Constraints And What Do We Use Them For? |
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156 | (5) |
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9.4 What Are Expressions? |
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161 | (2) |
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163 | (2) |
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9.6 What Are Driven Keys? |
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165 | (1) |
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9.7 What's The Best Method Of Generating A Relationship? What Are The Differences Between One Method And Another? |
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166 | (1) |
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9.8 Lesson 1: The Reverse Foot |
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167 | (3) |
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9.8.1 Step 1: Create The IK Handles |
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167 | (1) |
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9.8.2 Step 2: Creating The Reverse Foot Structure |
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168 | (1) |
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9.8.3 Step 3: Parenting The IK Handles |
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169 | (1) |
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9.9 Lesson 2: The Pole Vector |
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170 | (5) |
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9.10 Lesson 3: Driving Hand Poses With Driven Keys |
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175 | (6) |
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9.11 Lesson 4: Driving Corrective Blend Shapes |
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181 | (6) |
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9.12 Lesson 5: The Twist Rig |
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187 | (12) |
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199 | (2) |
Index |
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201 | |