Buch, Englisch, 256 Seiten, Format (B × H): 189 mm x 248 mm, Gewicht: 910 g
Buch, Englisch, 256 Seiten, Format (B × H): 189 mm x 248 mm, Gewicht: 910 g
ISBN: 978-1-138-30316-4
Verlag: Taylor & Francis Ltd
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 "Tina’s 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.
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Part One: Basic Concepts presented in applied tutorials
Chapter One: Pivot Point Props, Hierarchical animation.
Chapter Two: Deformation Characters.
Chapter Three: User CNTRLS
Chapter Four: Utility nodes and custom attributed
Chapter Five: Joints and Skinning
Chapter Six: Blendshapes and Set Driven Key.
Part Two: Taking those concepts and building your first biped rig.
Chapter Seven: Skeletons: joined or broken rigs and Orient Joint
Chapter Eight: The rules of skinning and tootsie roll (proxy) GEO
Chapter Nine: Upper and Lower Body, Root: Always have a cha-cha.
Chapter Ten: Feet and knees. Simple, Group based and Joint based feet.
Chapter Eleven: Spines: FK, Spline, SDK (Set Driven Key)
Chapter Twelve: Arms, elbows and clavicles.
Chapter Thirteen: Hands: SDK, SDK & Keyable CNTRLS
Chapter Fourteen: Eyes, Blinks and a smiles.
Chapter Fifteen: Master CNTRL and Scale-able rigs
Part Three: Advanced Topics
Chapter Sixteen: OMGimbal Lock
Chapter Seventeen: Advanced Controls
Chapter Eighteen: Stretchy
Chapter Nineteen: Broken Rigs and Dangly Bits
Chapter Twenty: Auto Rigging