Acknowledgments |
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xiii | |
Introduction |
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xvii | |
Basic Rules of Rigging |
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xvii | |
Taking Control of Your Outliner/Node Editor/History |
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xviii | |
Introduction to Nodes |
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xviii | |
How to Find the Transform and Shape Nodes |
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xx | |
Looking Under the Hood |
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xxi | |
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Chapter 1 Props, Pivot Points, Hierarchies |
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3 | (12) |
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4 | (2) |
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Using Group Nodes to Hold Animation |
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6 | (2) |
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8 | (4) |
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Lock What Isn't Going to be Animated |
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12 | (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 | (6) |
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24 | (11) |
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Chapter 3 User Controllers |
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35 | (20) |
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38 | (1) |
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39 | (5) |
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44 | (1) |
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Adding More Animator's Controllers |
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45 | (1) |
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A New Type of Connection: Constraint Connections for Translate, Scale, and Rotate |
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46 | (4) |
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50 | (1) |
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51 | (4) |
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Chapter 4 Utility Nodes and Custom Attributes |
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55 | (14) |
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Where Else Could You Use This? |
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58 | (2) |
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The Problem with One-to-One Connections |
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60 | (1) |
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Utility and Low/High Resolution Switch |
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61 | (2) |
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How Do We Create a Custom Attribute on an Existing Controller? |
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63 | (1) |
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64 | (1) |
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64 | (2) |
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One Odd Thing to Note about the Polysmooth Node |
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66 | (1) |
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"One to Many" Connections |
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66 | (3) |
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69 | (18) |
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71 | (2) |
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73 | (3) |
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Character With a Skeleton: Googly-eyed Puppet |
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76 | (1) |
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Check Your Joint Rotational Axis |
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77 | (1) |
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Creating the Right Arm the Easy Way |
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78 | (1) |
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79 | (2) |
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81 | (1) |
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Main Move for the Character |
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81 | (1) |
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82 | (1) |
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83 | (1) |
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83 | (1) |
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84 | (1) |
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85 | (1) |
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85 | (2) |
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Chapter 6 Blendshapes and Set Driven Key |
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87 | (24) |
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Hooking a Controller Up to a Blendshape |
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90 | (3) |
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93 | (4) |
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97 | (1) |
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98 | (3) |
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Set Driven Key to do Automatic Corrective Blendshapes |
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101 | (2) |
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Set Driven Key to Drive a Forward Kinematic Tentacle |
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103 | (1) |
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More Advanced Controller Setup |
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104 | (2) |
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106 | (5) |
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111 | (18) |
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116 | (3) |
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119 | (2) |
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121 | (1) |
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121 | (2) |
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123 | (1) |
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123 | (1) |
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124 | (1) |
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125 | (1) |
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That Bone's Connected to the Other Bone |
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126 | (1) |
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126 | (1) |
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127 | (2) |
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129 | (14) |
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Pipeline 1: Creating Proxies Manually then Skinning the Low-res Geometry |
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131 | (1) |
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131 | (3) |
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134 | (1) |
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135 | (4) |
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139 | (1) |
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139 | (2) |
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141 | (2) |
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Chapter 9 Upper Body, Lower Body, Root: Always Have A Cha-Cha |
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143 | (6) |
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Upper_Body_CNTRL and Lower_Body_CNTRL |
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144 | (1) |
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145 | (2) |
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147 | (2) |
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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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152 | (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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155 | (2) |
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157 | (2) |
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159 | (2) |
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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 | (2) |
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166 | (6) |
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172 | (2) |
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174 | (3) |
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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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182 | (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 | (12) |
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203 | (1) |
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203 | (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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What about the new Shape Editor window? |
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209 | (1) |
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210 | (5) |
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Chapter 15 Master CNTRL and Scale-Able Rigs |
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215 | (10) |
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Main_CNTRL to Move and Rotate the Whole Character |
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215 | (2) |
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Main_CNTRL to Scale the Whole Character |
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217 | (1) |
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Scale Unskinned Geometry (eyes, etc.) |
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217 | (1) |
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218 | (2) |
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220 | (1) |
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220 | (1) |
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220 | (5) |
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225 | (6) |
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What is Rotational Order? |
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225 | (1) |
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What Does it Look Like When You Lose an Axis of Freedom? |
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226 | (1) |
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What Rig is More than Likely Going to HitGimbal Lock? |
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227 | (1) |
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What Can We Do to Avoid Gimbal Lock? |
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227 | (1) |
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What Does It Look Like When You Have Flipping Issues? |
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228 | (1) |
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What Can We Do to Avoid Flipping Issues that are Animation Issues? |
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228 | (2) |
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What Can We Do to Avoid Flipping Issues that are Rigging Issues? |
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230 | (1) |
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Chapter 17 Advanced Controls |
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231 | (18) |
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Control Systems and How They are Hooked Up |
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231 | (1) |
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Control Systems and How They are Represented Visually |
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232 | (1) |
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Transform to Component Set Driven Key |
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233 | (1) |
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Transform with Multiple Shape Nodes |
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234 | (3) |
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Hidden Proxies as Controllers |
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237 | (1) |
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Controllers Driving Other Controllers |
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238 | (2) |
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Step 1 Create the Secret Name |
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240 | (1) |
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Step 2 Create the Listener |
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241 | (1) |
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Step 3 Create the ScriptNode with the Actual Code |
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241 | (2) |
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243 | (1) |
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MEL Windows: A Simple Example |
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243 | (6) |
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249 | (24) |
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249 | (1) |
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250 | (2) |
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Joint Balls Driven by a Joint System |
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252 | (2) |
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Lattice Skinned to Skeleton |
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254 | (1) |
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255 | (8) |
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263 | (2) |
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Auto Blendshapes to Make Pleasing Silhouettes |
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265 | (2) |
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267 | (2) |
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269 | (4) |
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Chapter 19 Broken Rigs and Dangly Bits |
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273 | (10) |
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Breakable Rigs (Independently Movable Skeletal Sections) |
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273 | (3) |
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276 | (7) |
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283 | (12) |
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291 | (4) |
Epilogue: Happily Ever After |
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295 | (2) |
Index |
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297 | |