O'Hailey | Rig it Right! Maya Animation Rigging Concepts, 2nd edition | Buch | 978-1-138-30316-4 | sack.de

Buch, Englisch, 256 Seiten, Format (B × H): 189 mm x 248 mm, Gewicht: 910 g

O'Hailey

Rig it Right! Maya Animation Rigging Concepts, 2nd edition


2. Auflage 2018
ISBN: 978-1-138-30316-4
Verlag: Taylor & Francis Ltd

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.

O'Hailey Rig it Right! Maya Animation Rigging Concepts, 2nd edition jetzt bestellen!

Zielgruppe


Professional Practice & Development


Autoren/Hrsg.


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


Tina O’Hailey 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.



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