Rig it right! : Maya animation rigging concepts /
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 understandi...
Clasificación: | Libro Electrónico |
---|---|
Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Burlington, MA :
Focal Press,
2013.
|
Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- Cover; Half Title; Title Page; Copyright; Contents; Acknowledgments; Introduction; Basic Rules of Rigging; Taking Control of Your Outliner/Hypergraph/History; Introduction to Nodes; How to Find the Transform and Shape Nodes; Looking Under the Hood; Part I: Basic Concepts; Chapter 1. Props, Pivot Points, Hierarchies; Zero-ing Out; Using Group Nodes to Hold Animation; Making Children; Lock What Isn't Going to be Animated; What to Do If You Have Hidden Attributes and Want Them Back; Pushing the Concept; Chapter 2. Deformers; Non-Linear Deformers; Changing Deformation Order; Lattice; Cluster.
- Super ToothbrushOther Deformers; Chapter 3. User Controllers; One-to-one Controllers; Connection Editor; To Limit the Controllers; Adding More Animator's Controllers; A New Type of Connection: Constraint Connections for Translate, Scale, Rotate; Clean-up Time; Adding Scale to Our Rig; Chapter 4. Utility Nodes and Custom Attributes; Utility and Low/High Resolution Switch; How Do We Create a Custom Attribute on an Existing Controller?; ENUM; "One to Many" Connections; Chapter 5. Joints; Joints are Tricky Things; Orient Joints; Character With a Skeleton: Googly-eyed Puppet.
- Check Your Joint Rotational AxisCreating the Right Arm the Easy Way; Simple IK Arm; Waist Control; Main Move for the Character; Interactive Skinning; Them Eyes; Cleaning Up; Scale; Jaw Controller; Head Controller; Chapter 6. Blendshapes and Set Driven Key; Hooking a Controller Up to a Blendshape; Blendshape Weights; Adding Controllers; Set Driven Key; Set Driven Key to do Automatic Corrective Blendshapes; Set Driven Key to Drive a Forward Kinematic Tentacle; More Advanced Controller Setup; Extra Effort; Part II: The Biped; Chapter 7. The Biped; The Leg; The Spine; Joint Orientations.
- The Arms/WingsOrient Joints; Hands/Feathers; Clavicle; Mirror Wings; That Bone's Connected to the Other Bone; Helper Joints; Finishing Up; Chapter 8. Skinning; Pipeline 1: Creating Proxies Manually then Skinning the Low-res Geometry; Skinning; Skinning the Bird; Mirror Skin Weights; Painting Skin Weights; Creating Proxies; Joint Adjustment; Chapter 9. Upper Body, Lower Body, Root: Always Have a Cha-cha; Upper_Body_CNTRL and Lower_Body_CNTRL; Root_CNTRL; CNTRL Hierarchy; Chapter 10. Feet and Knees: Simple, Group-based, and Joint-based Feet; Peel Heel; Toe Tap; Tippy Toe; Main Foot Movement.
- Locking Them Down BossAdding Controls for the Animator; The Knee; Cleaning Up; Chapter 11. Spines: FK, Spline, SDK (Set Driven Key); FK Spine; Set Driven Key Spine; Spline Spine; Chapter 12. Arms, Elbows, and Clavicles: Single-chain, Triple-chain with Wrist Twist (SDK or Cluster); Functionality; IK/FK Switching Methods; Not All Arms are Created Equal; Down to Rigging that Arm: The Abstracted Steps; Single Chain Method; Chapter 13. Hands: SDK, SDK and Keyable CNTRLS; A Simple Set Driven Key; To Clean Up that Rig; Chapter 14. Eyes, Blinks, and Smiles; Joints; Groups; Fancy-smooshy Eyes.