Inspired 3d Advanced Rigging and Deformations

by
Edition: 1st
Format: Paperback
Pub. Date: 2005-03-25
Publisher(s): Cengage Learning Ptr
List Price: $49.99

Rent Book

Select for Price
There was a problem. Please try again later.

New Book

We're Sorry
Sold Out

Used Book

We're Sorry
Sold Out

eBook

We're Sorry
Not Available

How Marketplace Works:

  • This item is offered by an independent seller and not shipped from our warehouse
  • Item details like edition and cover design may differ from our description; see seller's comments before ordering.
  • Sellers much confirm and ship within two business days; otherwise, the order will be cancelled and refunded.
  • Marketplace purchases cannot be returned to eCampus.com. Contact the seller directly for inquiries; if no response within two days, contact customer service.
  • Additional shipping costs apply to Marketplace purchases. Review shipping costs at checkout.

Summary

More than just a step-by-step tutorial on rigging in Maya, "Inspired 3D Advanced Rigging and Deformations" helps you develop the skills you need to successfully manage your rigging process from start to finish. You'll learn the reasons behind each step in developing a character rig and learn how that rig fits into the entire pipeline process. The authors provide a unique glimpse at the real-world problems and choices that professional Character Technical Directors face, as well as the solutions they have developed for dealing with high-end digital characters. A follow-up to "Inspired 3D Character Setup," this book takes this difficult and sough-after skill and provides in-depth explanations and techiques.

Author Biography

Author Brad Clark is an award-winning artist and animator whose experience ranges from modeling and rigging for television and video games to editing motion capture for Gollum in The Lord of the Rings: The Two Towers. He is currently an animator and Character TD at the Animation Farm in Austin, Texas Author John Hood He is currently a Technical Animator at Sony Pictures Imageworks in Los Angeles where he is working on the feature film Open Season Author Joe Harkins is a Character TD at Sony Pictures Imageworks in Los Angeles Series Editor Michael Ford is a Character Technology Supervisor at Sony Pictures Imageworks and is co-founder of Animation Foundation, an animation consulting company specializing in training and education Series Editor Kyle Clark is an Animation Supervisor at Reel FX Creative Studios and is co-founder of Animation Foundation

Table of Contents

Introductionp. xix
The Essentialsp. 1
Maya Architecturep. 3
The Anatomy of a Nodep. 3
Shape Nodesp. 5
Attributes and Plugsp. 6
Connectionsp. 7
Data Flowp. 8
Working with Nodes and Connectionsp. 8
Non-Standard Attribute Connectionsp. 9
Anim Curvesp. 11
Automating Complex Behaviorp. 13
Utility Nodesp. 14
What Are Utility Nodes?p. 15
Why Use Utility Nodes?p. 15
Some Useful Node Networksp. 15
The Reverse Nodep. 15
The Condition Nodep. 16
IK Solvers and Their Applicationp. 19
Building a Squash and Stretch Nodep. 19
Building Stretch into an IK Systemp. 22
Turning It Offp. 25
Spline IK Squash and Stretchp. 26
Matrix Mathp. 29
Points and Vectorsp. 29
Some Vector Operationsp. 29
Matricesp. 31
Objects in Spacep. 33
Pivots, Pivotsp. 34
The Locatorp. 34
dagPosep. 35
Interview with Mike Cometp. 37
Riggingp. 45
Planned and Organized Riggingp. 47
Evaluation of Geometry and Starting with a Clean Platep. 47
Initial Evaluation-Unit Size and Scalep. 49
Default Poses and Neutral Posturep. 51
Da Vinci Posep. 51
Multiple Posesp. 52
Rig Posep. 53
Bad Geometry and Other Hidden Dangersp. 54
Preparing the Book Character for Riggingp. 55
The Application of Research: Establishing Your Rig's Foundationp. 61
Artistic Research-Finding Anatomy References for Believable Charactersp. 61
Using Reference Material for Cartoons and Creaturesp. 62
Breakdown of Reference for Joint Locations and Movementp. 63
The Foot and Anklep. 64
Foot Joints versus Rig Jointsp. 64
The Wrist and Elbowp. 67
The Head and Neckp. 68
The Waist and Lower Backp. 71
The Upper Back, Chest, and Shoulderp. 72
Hands and Fingersp. 76
Dependencies in the Pipeline: Research Beyond Anatomyp. 76
The Animator: Friend or Foe?p. 77
Pipeline Planning and Questionsp. 77
Applied Anatomy Using Animal and Human Anatomy as Reference for a Fantasy Creature: The pigGoblinp. 78
Template Joint Placementp. 79
Joint Placementp. 80
Template Joint Placement Continued-Extremitiesp. 83
Stable, User-Friendly, Flexible Rigsp. 87
Rig Featuresp. 87
Speeding Up Your Rigp. 88
From Template to Rigp. 89
Hidden Names and Traxp. 92
The Rig File-Low-Resolution Geometryp. 93
The Rig File-Rig Design and Planningp. 95
Pig Goblin Examinedp. 95
Rigging the Pig Legp. 96
Zeroing the Controlsp. 101
Pig Feet Rigs with Pivot Nodesp. 102
Expanded Reverse Footp. 104
Toes and Cleanupp. 110
Foot and Leg, Leg Twist, and Centralizing IK/FK Controlsp. 113
FK Inherit Switchp. 113
Mirroring Controls, Rigging the Other Side of the Bodyp. 115
Shoulders, Arms, and Handsp. 117
Final Pass on the Arm and Hand, Adding in Options and Controls Over the Limbp. 119
IK/FKp. 120
Auto-Claviclep. 121
Scapula Rigp. 122
Wrist and Fingersp. 125
Fingers-Pose-based Hand Controls for FK Handsp. 127
Multi-Character and Reference-Friendly Script Nodep. 130
Head Rigp. 131
Spine Rigp. 133
Back Rig Requirements and Designp. 134
Squash and Stretch Backp. 136
Final Back Controls and Outliner Cleanupp. 138
Arm World Local Switchingp. 140
Attribute-Driven Visibility Switchingp. 140
Rigging the Right Armp. 141
Leg Fixes, Separating Out Rotation Inheritance from the Hipsp. 143
Rig Wrap-upp. 144
Visual Feedbackp. 144
Outliner Cleanupp. 145
Lock and Hidep. 145
Selection Sets and Character Setsp. 146
Auto Tool Select and Custom Pickwalkingp. 147
Props and Interactive Accessoriesp. 149
A Simple Prop Constraint Switchp. 149
A One-Handed Prop Systemp. 153
Easing the Transitionp. 158
Adding Some Polishp. 162
Two-Handed Propsp. 164
Focus on the Facep. 169
Interview with Caleb Owensp. 169
The Interviewp. 170
PIG RIG-The Bacon and Eggs of Pig Facial Riggingp. 174
The Productionp. 174
Time for a Facialp. 177
To Blend or Not to Blendp. 178
The Alternative Face Rigp. 179
Jumping Back to the Pig Production-Production Issuesp. 181
Advanced Riggingp. 183
Automationp. 185
Principles of Automationp. 185
Converting MEL from the Script Editor to Executable Commandsp. 186
Working with Maya Namesp. 188
The Hidden Voodoo of the Character Riggerp. 190
An Automated Rigging Toolp. 190
Adding Simple Error Correctionp. 192
Adding Some More Controlsp. 194
Dealing With xformsp. 195
Making a Helper Commandp. 196
Putting it All Togetherp. 197
Adding Complex Behaviorsp. 198
Setting Up the Kneep. 200
Making It Name Safep. 201
Batch Processingp. 203
Tail Rigging for "Paul and his Bananas"p. 207
Additional Characters and Riggingp. 212
Interview with Rick May of Toonstruck Animationp. 215
The Pipelinep. 219
File Structuresp. 219
Referencingp. 224
Building a Multi-Resolution Pipelinep. 227
Referencing Pitfallsp. 230
Using Multiple Charactersp. 231
Exporting the Deformation Skeletonp. 232
Problem Solving the Referencep. 236
Implementing a Fixit Scriptp. 236
Skinningp. 239
Form and Functionp. 241
Introduction to Deformersp. 241
Model Preparationp. 242
Deformer Relationshipsp. 243
Deformer Typesp. 244
Skin Clustersp. 244
Blend Shapesp. 244
Latticesp. 245
Clustersp. 245
Bend, Flare, Sine, Squash, Twist, and Wavep. 246
Jigglep. 246
Wire and Wrinklep. 246
Sculptp. 246
Wrapp. 247
Plan Aheadp. 247
Research and Developmentp. 248
Technical Considerationsp. 248
Skin Cluster Deformer Applicationsp. 249
Binding Optionsp. 249
Skin Cluster Weightingp. 250
Reverse Weightingp. 251
Fast Weighting-Add, Replace, Smoothp. 254
Mirror, Smooth, and Prunep. 254
Weight Storage Solutionsp. 256
http://www.DavidWalden.com/p. 256
http://www.highend3d.com/p. 257
cometScriptsp. 257
Bind Posep. 257
Adding Influencesp. 257
Layered Geometryp. 258
Modular Thinkingp. 259
Blend Shape Deformer Applicationsp. 261
Layered Deformationsp. 261
Blend Shape Algorithmp. 262
Additive Naturep. 262
Pose-Based Deformation Fixesp. 264
Mirroring Blend Shapesp. 267
Pipeline Methodologyp. 267
Driven Deformationsp. 269
Priorities and FACSp. 270
Advanced Skinningp. 273
Case Study: BMW Angels Rigp. 275
Defining Character Requirementsp. 275
Rigging Philosophyp. 275
The Head Rigp. 278
The Body Rigp. 280
Cluster Deformer Applicationsp. 283
The Basicsp. 283
Relative Modep. 284
Envelopep. 284
Weighted Nodep. 285
Deformation Orderp. 285
Exclusive Partitionsp. 285
Investigating the Obviousp. 286
The Cluster Re-matrixp. 287
Blend Shape and Cluster Relationshipsp. 290
Blend Shapes Driving Clustersp. 290
Clusters Driving Blend Shapesp. 291
Cluster Weightingp. 292
Cluster Mirroringp. 293
Muscle Systems and Skin Solversp. 295
What Is a Muscle System?p. 296
Beginning with Bonesp. 298
A Basic Muscle Volumep. 299
The Need for a Plug-inp. 302
Innerconnective Tissuep. 303
Tendonsp. 305
Fat Distancep. 307
Skin Solversp. 308
Faux Skin Solver Solutionsp. 309
Indexp. 311
Table of Contents provided by Ingram. All Rights Reserved.

An electronic version of this book is available through VitalSource.

This book is viewable on PC, Mac, iPhone, iPad, iPod Touch, and most smartphones.

By purchasing, you will be able to view this book online, as well as download it, for the chosen number of days.

Digital License

You are licensing a digital product for a set duration. Durations are set forth in the product description, with "Lifetime" typically meaning five (5) years of online access and permanent download to a supported device. All licenses are non-transferable.

More details can be found here.

A downloadable version of this book is available through the eCampus Reader or compatible Adobe readers.

Applications are available on iOS, Android, PC, Mac, and Windows Mobile platforms.

Please view the compatibility matrix prior to purchase.