Acknowledgments |
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xiii | |
Introduction |
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xv | |
Basic Rules of Rigging |
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xv | |
Taking Control of Your Outliner/Hypergraph/History |
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xvi | |
Introduction to Nodes |
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xvi | |
How to Find the Transform and Shape Nodes |
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xvii | |
Looking Under the Hood |
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xix | |
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1 | (106) |
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Chapter 1 Props, Pivot Points, Hierarchies |
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3 | (12) |
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4 | (1) |
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Using Group Nodes to Hold Animation |
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5 | (3) |
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8 | (3) |
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Lock What Isn't Going to be Animated |
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11 | (1) |
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What to Do If You Have Hidden Attributes and Want Them Back |
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12 | (1) |
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13 | (2) |
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15 | (20) |
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18 | (1) |
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Changing Deformation Order |
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19 | (2) |
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21 | (1) |
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22 | (2) |
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24 | (7) |
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31 | (4) |
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Chapter 3 User Controllers |
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35 | (18) |
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38 | (1) |
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38 | (5) |
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43 | (1) |
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Adding More Animator's Controllers |
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44 | (1) |
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A New Type of Connection: Constraint Connections for Translate, Scale, Rotate |
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45 | (4) |
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49 | (1) |
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50 | (3) |
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Chapter 4 Utility Nodes and Custom Attributes |
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53 | (14) |
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Utility and Low/High Resolution Switch |
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60 | (1) |
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How Do We Create a Custom Attribute on an Existing Controller? |
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61 | (2) |
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63 | (2) |
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"One to Many" Connections |
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65 | (2) |
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67 | (18) |
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69 | (2) |
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71 | (3) |
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Character With a Skeleton: Googly-eyed Puppet |
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74 | (2) |
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Check Your Joint Rotational Axis |
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76 | (1) |
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Creating the Right Arm the Easy Way |
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77 | (1) |
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77 | (2) |
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79 | (1) |
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Main Move for the Character |
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79 | (1) |
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80 | (1) |
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81 | (1) |
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81 | (1) |
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82 | (1) |
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83 | (1) |
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83 | (2) |
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Chapter 6 Blendshapes and Set Driven Key |
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85 | (22) |
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Hooking a Controller Up to a Blendshape |
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88 | (2) |
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90 | (5) |
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95 | (1) |
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96 | (2) |
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Set Driven Key to do Automatic Corrective Blendshapes |
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98 | (3) |
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Set Driven Key to Drive a Forward Kinematic Tentacle |
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101 | (1) |
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More Advanced Controller Setup |
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102 | (2) |
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104 | (3) |
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107 | (114) |
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109 | (18) |
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114 | (3) |
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117 | (2) |
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119 | (1) |
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119 | (2) |
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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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That Bone's Connected to the Other Bone |
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124 | (1) |
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124 | (1) |
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125 | (2) |
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127 | (14) |
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Pipeline 1: Creating Proxies Manually then Skinning the Low-res Geometry |
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129 | (1) |
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130 | (2) |
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132 | (2) |
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134 | (1) |
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135 | (3) |
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138 | (1) |
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139 | (2) |
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Chapter 9 Upper Body, Lower Body, Root: Always Have a Cha-cha |
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141 | (8) |
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Upper_Body_CNTRL and Lower_Body_CNTRL |
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142 | (2) |
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144 | (1) |
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145 | (4) |
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Chapter 10 Feet and Knees: Simple, Group-based, and Joint-based Feet |
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149 | (12) |
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152 | (1) |
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152 | (1) |
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153 | (1) |
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153 | (1) |
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154 | (1) |
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Adding Controls for the Animator |
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154 | (2) |
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156 | (2) |
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158 | (3) |
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Chapter 11 Spines: FK, Spline, SDK (Set Driven Key) |
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161 | (16) |
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161 | (3) |
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164 | (1) |
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165 | (12) |
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Chapter 12 Arms, Elbows, and Clavicles: Single-chain, Triple-chain with Wrist Twist (SDK or Cluster) |
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177 | (20) |
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177 | (1) |
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178 | (3) |
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Not All Arms are Created Equal |
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181 | (1) |
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Down to Rigging that Arm: The Abstracted Steps |
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181 | (1) |
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182 | (15) |
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Chapter 13 Hands: SDK, SDK and Keyable CNTRLS |
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197 | (6) |
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198 | (2) |
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200 | (3) |
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Chapter 14 Eyes, Blinks, and Smiles |
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203 | (10) |
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203 | (1) |
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204 | (1) |
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204 | (2) |
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Where to Put the Look at Controller? |
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206 | (1) |
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Blendshapes and Referenced Files |
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206 | (2) |
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208 | (1) |
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209 | (4) |
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Chapter 15 Master CNTRL and Scale-able Rigs |
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213 | (8) |
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Main_CNTRLto Move and Rotate the Whole Character |
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214 | (1) |
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Main_CNTRL to Scale the Whole Character |
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214 | (1) |
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Scale Unskinned Geometry (eyes etc.) |
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215 | (1) |
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215 | (2) |
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217 | (1) |
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218 | (1) |
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219 | (2) |
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221 | (54) |
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223 | (6) |
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What is Rotational Order? |
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223 | (1) |
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What Does it Look Like When You Lose an Axis of Freedom? |
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223 | (2) |
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What Rig is More than Likely Going to Hit Gimbal Lock? |
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225 | (1) |
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What Can We Do to Avoid Gimbal Lock? |
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225 | (1) |
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What Does it Look Like When You Have Flipping Issues? |
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226 | (1) |
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What Can We Do to Avoid Flipping Issues that are Animation Issues? |
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227 | (1) |
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What Can We Do to Avoid Flipping Issues that are Rigging Issues? |
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227 | (2) |
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Chapter 17 Advanced Controls |
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229 | (16) |
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Control Systems and How They are Hooked Up |
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229 | (1) |
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Control Systems and How They are Represented Visually |
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230 | (1) |
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Transform to Component Set Driven Key |
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231 | (1) |
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Transform with Multiple Shape Nodes |
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232 | (3) |
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Hidden Proxies as Controllers |
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235 | (1) |
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Controllers Driving Other Controllers |
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236 | (4) |
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240 | (5) |
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245 | (22) |
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246 | (1) |
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247 | (1) |
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Joint Balls Driven by a Joint System |
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248 | (1) |
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Lattice Skinned to Skeleton |
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249 | (2) |
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251 | (7) |
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258 | (2) |
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Auto Blendshapes to Make Pleasing Silhouettes |
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260 | (3) |
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263 | (4) |
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Chapter 19 Broken Rigs and Dangly Bits |
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267 | (8) |
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Breakable Rigs (Independently Movable Skeletal Sections) |
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267 | (3) |
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270 | (5) |
Epilogue: Happily Ever After |
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275 | (2) |
Index |
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277 | |