Inspired 3d Advanced Rigging and Deformations
by Clark, BradRent Book
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Summary
Author Biography
Table of Contents
| Introduction | p. xix |
| The Essentials | p. 1 |
| Maya Architecture | p. 3 |
| The Anatomy of a Node | p. 3 |
| Shape Nodes | p. 5 |
| Attributes and Plugs | p. 6 |
| Connections | p. 7 |
| Data Flow | p. 8 |
| Working with Nodes and Connections | p. 8 |
| Non-Standard Attribute Connections | p. 9 |
| Anim Curves | p. 11 |
| Automating Complex Behavior | p. 13 |
| Utility Nodes | p. 14 |
| What Are Utility Nodes? | p. 15 |
| Why Use Utility Nodes? | p. 15 |
| Some Useful Node Networks | p. 15 |
| The Reverse Node | p. 15 |
| The Condition Node | p. 16 |
| IK Solvers and Their Application | p. 19 |
| Building a Squash and Stretch Node | p. 19 |
| Building Stretch into an IK System | p. 22 |
| Turning It Off | p. 25 |
| Spline IK Squash and Stretch | p. 26 |
| Matrix Math | p. 29 |
| Points and Vectors | p. 29 |
| Some Vector Operations | p. 29 |
| Matrices | p. 31 |
| Objects in Space | p. 33 |
| Pivots, Pivots | p. 34 |
| The Locator | p. 34 |
| dagPose | p. 35 |
| Interview with Mike Comet | p. 37 |
| Rigging | p. 45 |
| Planned and Organized Rigging | p. 47 |
| Evaluation of Geometry and Starting with a Clean Plate | p. 47 |
| Initial Evaluation-Unit Size and Scale | p. 49 |
| Default Poses and Neutral Posture | p. 51 |
| Da Vinci Pose | p. 51 |
| Multiple Poses | p. 52 |
| Rig Pose | p. 53 |
| Bad Geometry and Other Hidden Dangers | p. 54 |
| Preparing the Book Character for Rigging | p. 55 |
| The Application of Research: Establishing Your Rig's Foundation | p. 61 |
| Artistic Research-Finding Anatomy References for Believable Characters | p. 61 |
| Using Reference Material for Cartoons and Creatures | p. 62 |
| Breakdown of Reference for Joint Locations and Movement | p. 63 |
| The Foot and Ankle | p. 64 |
| Foot Joints versus Rig Joints | p. 64 |
| The Wrist and Elbow | p. 67 |
| The Head and Neck | p. 68 |
| The Waist and Lower Back | p. 71 |
| The Upper Back, Chest, and Shoulder | p. 72 |
| Hands and Fingers | p. 76 |
| Dependencies in the Pipeline: Research Beyond Anatomy | p. 76 |
| The Animator: Friend or Foe? | p. 77 |
| Pipeline Planning and Questions | p. 77 |
| Applied Anatomy Using Animal and Human Anatomy as Reference for a Fantasy Creature: The pigGoblin | p. 78 |
| Template Joint Placement | p. 79 |
| Joint Placement | p. 80 |
| Template Joint Placement Continued-Extremities | p. 83 |
| Stable, User-Friendly, Flexible Rigs | p. 87 |
| Rig Features | p. 87 |
| Speeding Up Your Rig | p. 88 |
| From Template to Rig | p. 89 |
| Hidden Names and Trax | p. 92 |
| The Rig File-Low-Resolution Geometry | p. 93 |
| The Rig File-Rig Design and Planning | p. 95 |
| Pig Goblin Examined | p. 95 |
| Rigging the Pig Leg | p. 96 |
| Zeroing the Controls | p. 101 |
| Pig Feet Rigs with Pivot Nodes | p. 102 |
| Expanded Reverse Foot | p. 104 |
| Toes and Cleanup | p. 110 |
| Foot and Leg, Leg Twist, and Centralizing IK/FK Controls | p. 113 |
| FK Inherit Switch | p. 113 |
| Mirroring Controls, Rigging the Other Side of the Body | p. 115 |
| Shoulders, Arms, and Hands | p. 117 |
| Final Pass on the Arm and Hand, Adding in Options and Controls Over the Limb | p. 119 |
| IK/FK | p. 120 |
| Auto-Clavicle | p. 121 |
| Scapula Rig | p. 122 |
| Wrist and Fingers | p. 125 |
| Fingers-Pose-based Hand Controls for FK Hands | p. 127 |
| Multi-Character and Reference-Friendly Script Node | p. 130 |
| Head Rig | p. 131 |
| Spine Rig | p. 133 |
| Back Rig Requirements and Design | p. 134 |
| Squash and Stretch Back | p. 136 |
| Final Back Controls and Outliner Cleanup | p. 138 |
| Arm World Local Switching | p. 140 |
| Attribute-Driven Visibility Switching | p. 140 |
| Rigging the Right Arm | p. 141 |
| Leg Fixes, Separating Out Rotation Inheritance from the Hips | p. 143 |
| Rig Wrap-up | p. 144 |
| Visual Feedback | p. 144 |
| Outliner Cleanup | p. 145 |
| Lock and Hide | p. 145 |
| Selection Sets and Character Sets | p. 146 |
| Auto Tool Select and Custom Pickwalking | p. 147 |
| Props and Interactive Accessories | p. 149 |
| A Simple Prop Constraint Switch | p. 149 |
| A One-Handed Prop System | p. 153 |
| Easing the Transition | p. 158 |
| Adding Some Polish | p. 162 |
| Two-Handed Props | p. 164 |
| Focus on the Face | p. 169 |
| Interview with Caleb Owens | p. 169 |
| The Interview | p. 170 |
| PIG RIG-The Bacon and Eggs of Pig Facial Rigging | p. 174 |
| The Production | p. 174 |
| Time for a Facial | p. 177 |
| To Blend or Not to Blend | p. 178 |
| The Alternative Face Rig | p. 179 |
| Jumping Back to the Pig Production-Production Issues | p. 181 |
| Advanced Rigging | p. 183 |
| Automation | p. 185 |
| Principles of Automation | p. 185 |
| Converting MEL from the Script Editor to Executable Commands | p. 186 |
| Working with Maya Names | p. 188 |
| The Hidden Voodoo of the Character Rigger | p. 190 |
| An Automated Rigging Tool | p. 190 |
| Adding Simple Error Correction | p. 192 |
| Adding Some More Controls | p. 194 |
| Dealing With xforms | p. 195 |
| Making a Helper Command | p. 196 |
| Putting it All Together | p. 197 |
| Adding Complex Behaviors | p. 198 |
| Setting Up the Knee | p. 200 |
| Making It Name Safe | p. 201 |
| Batch Processing | p. 203 |
| Tail Rigging for "Paul and his Bananas" | p. 207 |
| Additional Characters and Rigging | p. 212 |
| Interview with Rick May of Toonstruck Animation | p. 215 |
| The Pipeline | p. 219 |
| File Structures | p. 219 |
| Referencing | p. 224 |
| Building a Multi-Resolution Pipeline | p. 227 |
| Referencing Pitfalls | p. 230 |
| Using Multiple Characters | p. 231 |
| Exporting the Deformation Skeleton | p. 232 |
| Problem Solving the Reference | p. 236 |
| Implementing a Fixit Script | p. 236 |
| Skinning | p. 239 |
| Form and Function | p. 241 |
| Introduction to Deformers | p. 241 |
| Model Preparation | p. 242 |
| Deformer Relationships | p. 243 |
| Deformer Types | p. 244 |
| Skin Clusters | p. 244 |
| Blend Shapes | p. 244 |
| Lattices | p. 245 |
| Clusters | p. 245 |
| Bend, Flare, Sine, Squash, Twist, and Wave | p. 246 |
| Jiggle | p. 246 |
| Wire and Wrinkle | p. 246 |
| Sculpt | p. 246 |
| Wrap | p. 247 |
| Plan Ahead | p. 247 |
| Research and Development | p. 248 |
| Technical Considerations | p. 248 |
| Skin Cluster Deformer Applications | p. 249 |
| Binding Options | p. 249 |
| Skin Cluster Weighting | p. 250 |
| Reverse Weighting | p. 251 |
| Fast Weighting-Add, Replace, Smooth | p. 254 |
| Mirror, Smooth, and Prune | p. 254 |
| Weight Storage Solutions | p. 256 |
| http://www.DavidWalden.com/ | p. 256 |
| http://www.highend3d.com/ | p. 257 |
| cometScripts | p. 257 |
| Bind Pose | p. 257 |
| Adding Influences | p. 257 |
| Layered Geometry | p. 258 |
| Modular Thinking | p. 259 |
| Blend Shape Deformer Applications | p. 261 |
| Layered Deformations | p. 261 |
| Blend Shape Algorithm | p. 262 |
| Additive Nature | p. 262 |
| Pose-Based Deformation Fixes | p. 264 |
| Mirroring Blend Shapes | p. 267 |
| Pipeline Methodology | p. 267 |
| Driven Deformations | p. 269 |
| Priorities and FACS | p. 270 |
| Advanced Skinning | p. 273 |
| Case Study: BMW Angels Rig | p. 275 |
| Defining Character Requirements | p. 275 |
| Rigging Philosophy | p. 275 |
| The Head Rig | p. 278 |
| The Body Rig | p. 280 |
| Cluster Deformer Applications | p. 283 |
| The Basics | p. 283 |
| Relative Mode | p. 284 |
| Envelope | p. 284 |
| Weighted Node | p. 285 |
| Deformation Order | p. 285 |
| Exclusive Partitions | p. 285 |
| Investigating the Obvious | p. 286 |
| The Cluster Re-matrix | p. 287 |
| Blend Shape and Cluster Relationships | p. 290 |
| Blend Shapes Driving Clusters | p. 290 |
| Clusters Driving Blend Shapes | p. 291 |
| Cluster Weighting | p. 292 |
| Cluster Mirroring | p. 293 |
| Muscle Systems and Skin Solvers | p. 295 |
| What Is a Muscle System? | p. 296 |
| Beginning with Bones | p. 298 |
| A Basic Muscle Volume | p. 299 |
| The Need for a Plug-in | p. 302 |
| Innerconnective Tissue | p. 303 |
| Tendons | p. 305 |
| Fat Distance | p. 307 |
| Skin Solvers | p. 308 |
| Faux Skin Solver Solutions | p. 309 |
| Index | p. 311 |
| Table of Contents provided by Ingram. All Rights Reserved. |
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