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Rig it Right! Maya Animation Rigging Concepts, 2nd edition 2nd edition [Pehme köide]

  • Formaat: Paperback / softback, 256 pages, kõrgus x laius: 246x189 mm, kaal: 776 g
  • Ilmumisaeg: 24-Sep-2018
  • Kirjastus: Routledge
  • ISBN-10: 113830316X
  • ISBN-13: 9781138303164
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  • Formaat: Paperback / softback, 256 pages, kõrgus x laius: 246x189 mm, kaal: 776 g
  • Ilmumisaeg: 24-Sep-2018
  • Kirjastus: Routledge
  • ISBN-10: 113830316X
  • ISBN-13: 9781138303164
Teised raamatud teemal:
Rig it Right! breaks down rigging so that you can achieve a fundamental understanding of the concept. The author will get you up and rigging 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. 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.

Key Features

Hone your skills every step of the way with short tutorials and editable rigs that accompany each chapter. (17+ rigs!!). Read "Tinas 10 Rules of Rigging" and build the foundational knowledge needed to successfully rig your characters. Visit the companion website and expand your newfound knowledge with editable rigs, exercises, and videos that elaborate on techniques covered in the book. Companion data filled with example files at http://routledgetextbooks.com/textbooks/_author/ohailey/ AR(Augmented Reality) enabled images throughout the book! Coffee is not required but encouraged.
Acknowledgments xiii
Introduction xvii
Basic Rules of Rigging xvii
Taking Control of Your Outliner/Node Editor/History xviii
Introduction to Nodes xviii
How to Find the Transform and Shape Nodes xx
Looking Under the Hood xxi
PART I BASIC CONCEPTS
Chapter 1 Props, Pivot Points, Hierarchies
3(12)
Zero-ing Out
4(2)
Using Group Nodes to Hold Animation
6(2)
Making Children
8(4)
Lock What Isn't Going to be Animated
12(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)
Nonlinear Deformers
18(6)
Super Toothbrush
24(11)
Chapter 3 User Controllers
35(20)
One-to-One Controllers
38(1)
Connection Editor
39(5)
To Limit the Controllers
44(1)
Adding More Animator's Controllers
45(1)
A New Type of Connection: Constraint Connections for Translate, Scale, and Rotate
46(4)
Clean-Up Time
50(1)
Adding Scale to Our Rig
51(4)
Chapter 4 Utility Nodes and Custom Attributes
55(14)
Where Else Could You Use This?
58(2)
The Problem with One-to-One Connections
60(1)
Utility and Low/High Resolution Switch
61(2)
How Do We Create a Custom Attribute on an Existing Controller?
63(1)
What Could Go Wrong?
64(1)
Enum
64(2)
One Odd Thing to Note about the Polysmooth Node
66(1)
"One to Many" Connections
66(3)
Chapter 5 Joints
69(18)
Joints are Tricky Things
71(2)
Orient Joints
73(3)
Character With a Skeleton: Googly-eyed Puppet
76(1)
Check Your Joint Rotational Axis
77(1)
Creating the Right Arm the Easy Way
78(1)
Simple IK Arm
79(2)
Waist Control
81(1)
Main Move for the Character
81(1)
Interactive Skinning
82(1)
Them Eyes
83(1)
Cleaning Up
83(1)
Scale
84(1)
Jaw Controller
85(1)
Head Controller
85(2)
Chapter 6 Blendshapes and Set Driven Key
87(24)
Hooking a Controller Up to a Blendshape
90(3)
Blendshape Weights
93(4)
Adding Controllers
97(1)
Set Driven Key
98(3)
Set Driven Key to do Automatic Corrective Blendshapes
101(2)
Set Driven Key to Drive a Forward Kinematic Tentacle
103(1)
More Advanced Controller Setup
104(2)
Extra Effort
106(5)
PART II THE BIPED
Chapter 7 The Biped
111(18)
The Leg
116(3)
The Spine
119(2)
Joint Orientations
121(1)
The Arms/Wings
121(2)
Orient Joints
123(1)
Hands/Feathers
123(1)
Clavicle
124(1)
Mirror Wings
125(1)
That Bone's Connected to the Other Bone
126(1)
Helper Joints
126(1)
Finishing Up
127(2)
Chapter 8 Skinning
129(14)
Pipeline 1: Creating Proxies Manually then Skinning the Low-res Geometry
131(1)
Skinning
131(3)
Skinning the Bird
134(1)
Painting Skin Weights
135(4)
Mirror Skin Weights
139(1)
Creating Proxies
139(2)
Joint Adjustment
141(2)
Chapter 9 Upper Body, Lower Body, Root: Always Have A Cha-Cha
143(6)
Upper_Body_CNTRL and Lower_Body_CNTRL
144(1)
Root_CNTRL
145(2)
CNTRL Hierarchy
147(2)
Chapter 10 Feet and Knees: Simple, Group-Based, and Joint-Based Feet
149(12)
Peel Heel
152(1)
Toe Tap
152(1)
Tippy Toe
152(1)
Main Foot Movement
153(1)
Locking Them Down Boss
154(1)
Adding Controls for the Animator
155(2)
The Knee
157(2)
Cleaning Up
159(2)
Chapter 11 Spines: FK, Spline, SDK (Set Driven Key)
161(16)
FK Spine
161(3)
Set Driven Key Spine
164(2)
Spline Spine
166(6)
Head
172(2)
Jaw/Beak
174(3)
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
182(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(12)
Joints
203(1)
Groups
203(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)
What about the new Shape Editor window?
209(1)
Blinks
210(5)
Chapter 15 Master CNTRL and Scale-Able Rigs
215(10)
Main_CNTRL to Move and Rotate the Whole Character
215(2)
Main_CNTRL to Scale the Whole Character
217(1)
Scale Unskinned Geometry (eyes, etc.)
217(1)
Problem Solving
218(2)
Bulletproofing
220(1)
Animating the Rig
220(1)
The End of the Beginning
220(5)
PART III ADVANCED TOPICS
Chapter 16 OMGimbal Lock
225(6)
What is Rotational Order?
225(1)
What Does it Look Like When You Lose an Axis of Freedom?
226(1)
What Rig is More than Likely Going to HitGimbal Lock?
227(1)
What Can We Do to Avoid Gimbal Lock?
227(1)
What Does It Look Like When You Have Flipping Issues?
228(1)
What Can We Do to Avoid Flipping Issues that are Animation Issues?
228(2)
What Can We Do to Avoid Flipping Issues that are Rigging Issues?
230(1)
Chapter 17 Advanced Controls
231(18)
Control Systems and How They are Hooked Up
231(1)
Control Systems and How They are Represented Visually
232(1)
Transform to Component Set Driven Key
233(1)
Transform with Multiple Shape Nodes
234(3)
Hidden Proxies as Controllers
237(1)
Controllers Driving Other Controllers
238(2)
Step 1 Create the Secret Name
240(1)
Step 2 Create the Listener
241(1)
Step 3 Create the ScriptNode with the Actual Code
241(2)
GUI Control Systems
243(1)
MEL Windows: A Simple Example
243(6)
Chapter 18 Stretchy
249(24)
Stretchy Skin
249(1)
Clusters
250(2)
Joint Balls Driven by a Joint System
252(2)
Lattice Skinned to Skeleton
254(1)
Stretchy Skeletons
255(8)
What about IK Chains?
263(2)
Auto Blendshapes to Make Pleasing Silhouettes
265(2)
The Pose Editor
267(2)
All of the Above (Osipa)
269(4)
Chapter 19 Broken Rigs and Dangly Bits
273(10)
Breakable Rigs (Independently Movable Skeletal Sections)
273(3)
Detachable Parts
276(7)
Chapter 20 Quick Rig
283(12)
The Control Rig
291(4)
Epilogue: Happily Ever After 295(2)
Index 297
Tina OHailey is the Associate 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 artist development trainer for Walt Disney Feature Animation, Dreamworks animation and Electronic Arts.