Muutke küpsiste eelistusi

Rig it Right! Maya Animation Rigging Concepts [Pehme köide]

  • Formaat: Paperback / softback, 304 pages, kõrgus x laius: 246x189 mm, kaal: 862 g, 1 Line drawings, color; 232 Halftones, color
  • Ilmumisaeg: 26-Feb-2013
  • Kirjastus: Focal Press
  • ISBN-10: 0240820797
  • ISBN-13: 9780240820798
Teised raamatud teemal:
  • Pehme köide
  • Hind: 57,24 €*
  • * saadame teile pakkumise kasutatud raamatule, mille hind võib erineda kodulehel olevast hinnast
  • See raamat on trükist otsas, kuid me saadame teile pakkumise kasutatud raamatule.
  • Kogus:
  • Lisa ostukorvi
  • Tasuta tarne
  • Lisa soovinimekirja
  • Formaat: Paperback / softback, 304 pages, kõrgus x laius: 246x189 mm, kaal: 862 g, 1 Line drawings, color; 232 Halftones, color
  • Ilmumisaeg: 26-Feb-2013
  • Kirjastus: Focal Press
  • ISBN-10: 0240820797
  • ISBN-13: 9780240820798
Teised raamatud teemal:
Rigging a character can be a complicated undertaking. Move from a bi-pedal character to a quad- or poly-pedal and, well, things just got real. Where do you begin?



Unlike all of those button-pushing manuals out there, Rig it Right! breaks down rigging so that you can achieve a fundamental understanding of the concept, allowing you to rig more intuitively in your own work. Veteran animation professor Tina OHailey will get you up and rigging in a matter of hours with step-by-step tutorials covering multiple animation control types, connection methods, interactive skinning, BlendShapes, edgeloops, and joint placement, to name a few. The concept of a bi-ped is explored as a human compared to a bird character allowing you to see that a bi-ped is a bi-ped and how to problem solve for the limbs at hand. After you have moved beyond basic bi-pedal characters, Rig it Right! will take you to a more advanced level where you will learn how to create stretchy rigs with invisible control systems and use that to create your own types of rigs.
Acknowledgments xiii
Introduction xv
Basic Rules of Rigging xv
Taking Control of Your Outliner/Hypergraph/History xvi
Introduction to Nodes xvi
How to Find the Transform and Shape Nodes xvii
Looking Under the Hood xix
PART I BASIC CONCEPTS
1(106)
Chapter 1 Props, Pivot Points, Hierarchies
3(12)
Zero-ing Out
4(1)
Using Group Nodes to Hold Animation
5(3)
Making Children
8(3)
Lock What Isn't Going to be Animated
11(1)
What to Do If You Have Hidden Attributes and Want Them Back
12(1)
Pushing the Concept
13(2)
Chapter 2 Deformers
15(20)
Non-Linear Deformers
18(1)
Changing Deformation Order
19(2)
Lattice
21(1)
Cluster
22(2)
Super Tooth brush
24(7)
Other Deformers
31(4)
Chapter 3 User Controllers
35(18)
One-to-one Controllers
38(1)
Connection Editor
38(5)
To Limit the Controllers
43(1)
Adding More Animator's Controllers
44(1)
A New Type of Connection: Constraint Connections for Translate, Scale, Rotate
45(4)
Clean-up Time
49(1)
Adding Scale to Our Rig
50(3)
Chapter 4 Utility Nodes and Custom Attributes
53(14)
Utility and Low/High Resolution Switch
60(1)
How Do We Create a Custom Attribute on an Existing Controller?
61(2)
ENUM
63(2)
"One to Many" Connections
65(2)
Chapter 5 Joints
67(18)
Joints are Tricky Things
69(2)
Orient Joints
71(3)
Character With a Skeleton: Googly-eyed Puppet
74(2)
Check Your Joint Rotational Axis
76(1)
Creating the Right Arm the Easy Way
77(1)
Simple IK Arm
77(2)
Waist Control
79(1)
Main Move for the Character
79(1)
Interactive Skinning
80(1)
Them Eyes
81(1)
Cleaning Up
81(1)
Scale
82(1)
Jaw Controller
83(1)
Head Controller
83(2)
Chapter 6 Blendshapes and Set Driven Key
85(22)
Hooking a Controller Up to a Blendshape
88(2)
Blendshape Weights
90(5)
Adding Controllers
95(1)
Set Driven Key
96(2)
Set Driven Key to do Automatic Corrective Blendshapes
98(3)
Set Driven Key to Drive a Forward Kinematic Tentacle
101(1)
More Advanced Controller Setup
102(2)
Extra Effort
104(3)
PART II THE BIPED
107(114)
Chapter 7 The Biped
109(18)
The Leg
114(3)
The Spine
117(2)
Joint Orientations
119(1)
The Arms/Wings
119(2)
Orient Joints
121(1)
Hands/Feathers
121(1)
Clavicle
122(1)
Mirror Wings
123(1)
That Bone's Connected to the Other Bone
124(1)
Helper Joints
124(1)
Finishing Up
125(2)
Chapter 8 Skinning
127(14)
Pipeline 1: Creating Proxies Manually then Skinning the Low-res Geometry
129(1)
Skinning
130(2)
Skinning the Bird
132(2)
Mirror Skin Weights
134(1)
Painting Skin Weights
135(3)
Creating Proxies
138(1)
Joint Adjustment
139(2)
Chapter 9 Upper Body, Lower Body, Root: Always Have a Cha-cha
141(8)
Upper_Body_CNTRL and Lower_Body_CNTRL
142(2)
Root_CNTRL
144(1)
CNTRL Hierarchy
145(4)
Chapter 10 Feet and Knees: Simple, Group-based, and Joint-based Feet
149(12)
Peel Heel
152(1)
Toe Tap
152(1)
Tippy Toe
153(1)
Main Foot Movement
153(1)
Locking Them Down Boss
154(1)
Adding Controls for the Animator
154(2)
The Knee
156(2)
Cleaning Up
158(3)
Chapter 11 Spines: FK, Spline, SDK (Set Driven Key)
161(16)
FK Spine
161(3)
Set Driven Key Spine
164(1)
Spline Spine
165(12)
Chapter 12 Arms, Elbows, and Clavicles: Single-chain, Triple-chain with Wrist Twist (SDK or Cluster)
177(20)
Functionality
177(1)
IK/FK Switching Methods
178(3)
Not All Arms are Created Equal
181(1)
Down to Rigging that Arm: The Abstracted Steps
181(1)
Single Chain Method
182(15)
Chapter 13 Hands: SDK, SDK and Keyable CNTRLS
197(6)
A Simple Set Driven Key
198(2)
To Clean Up that Rig
200(3)
Chapter 14 Eyes, Blinks, and Smiles
203(10)
Joints
203(1)
Groups
204(1)
Fancy-smooshy Eyes
204(2)
Where to Put the Look at Controller?
206(1)
Blendshapes and Referenced Files
206(2)
Back to Blendshapes
208(1)
Blinks
209(4)
Chapter 15 Master CNTRL and Scale-able Rigs
213(8)
Main_CNTRLto Move and Rotate the Whole Character
214(1)
Main_CNTRL to Scale the Whole Character
214(1)
Scale Unskinned Geometry (eyes etc.)
215(1)
Problem Solving
215(2)
Bulletproofing
217(1)
Animating the Rig
218(1)
The End of the Beginning
219(2)
PART III ADVANCED TOPICS
221(54)
Chapter 16 OMGimbal Lock
223(6)
What is Rotational Order?
223(1)
What Does it Look Like When You Lose an Axis of Freedom?
223(2)
What Rig is More than Likely Going to Hit Gimbal Lock?
225(1)
What Can We Do to Avoid Gimbal Lock?
225(1)
What Does it Look Like When You Have Flipping Issues?
226(1)
What Can We Do to Avoid Flipping Issues that are Animation Issues?
227(1)
What Can We Do to Avoid Flipping Issues that are Rigging Issues?
227(2)
Chapter 17 Advanced Controls
229(16)
Control Systems and How They are Hooked Up
229(1)
Control Systems and How They are Represented Visually
230(1)
Transform to Component Set Driven Key
231(1)
Transform with Multiple Shape Nodes
232(3)
Hidden Proxies as Controllers
235(1)
Controllers Driving Other Controllers
236(4)
GUI Control Systems
240(5)
Chapter 18 Stretchy
245(22)
Stretchy Skin
246(1)
Clusters
247(1)
Joint Balls Driven by a Joint System
248(1)
Lattice Skinned to Skeleton
249(2)
Stretchy Skeletons
251(7)
What about IK Chains?
258(2)
Auto Blendshapes to Make Pleasing Silhouettes
260(3)
All of the Above (Osipa)
263(4)
Chapter 19 Broken Rigs and Dangly Bits
267(8)
Breakable Rigs (Independently Movable Skeletal Sections)
267(3)
Detachable Parts
270(5)
Epilogue: Happily Ever After 275(2)
Index 277
Tina OHailey is the Dean of the School of Digital Media at SCAD; prior to that, O'Hailey was the Associate Chair of Animation and a professor of animation. She spent the first part of her career working as an industry trainer for Walt Disney Feature Animation, Dreamworks animation and Electronic Arts.