Rig it Right!
CRC Press (Verlag)
978-1-032-55523-2 (ISBN)
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 biped is explored as a human compared to a bird character allowing you to see that a biped is a biped 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.
This highly anticipated Third Edition features updated chapters and images, including new chapters on modeling with proper edgeloop (Rule #1!), how to Rig It Right then Rig it Fast with parallel processing, and new helpful scripts for evaluating your rig with the profiler tools.
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
New content: Edgeloops for Good Deformation and Rigging for a Parallel World
New scripts for evaluating your rigs’ performance
Access the Support Materials and expand your newfound knowledge with editable rigs, exercises, and videos that elaborate on techniques covered in the book
Tina O’Hailey is an animation professor and author of animation textbooks and sci-fi/fantasy novels. She spent the first part of her career working as an artist development trainer for Walt Disney Feature Animation, DreamWorks Animation, and Electronic Arts.
Acknowledgments. Introduction. PART I BASIC CONCEPTS. Chapter 1 Props, Pivot Points, and Hierarchies. Chapter 2 Deformers. Chapter 3 User Controllers. Chapter 4 Utility Nodes and Custom Attributes. Chapter 5 Joints. Chapter 6 Blendshapes and Set Driven Key. PART II THE BIPED. Chapter 7 The Biped. Chapter 8 Skinning. Chapter 9 Upper Body, Lower Body, and Root: Always Have a Cha-Cha. Chapter 10 Feet and Knees: Simple, Group-Based, and Joint-Based Feet. Chapter 11 Spines: FK, Spline and SDK (Set Driven Key). Chapter 12 Arms, Elbows, and Clavicles: Single Chain, Triple Chain with Wrist Twist (SDK or Cluster). Chapter 13 Hands: SDK, SDK and Keyable CNTRLs. Chapter 14 Eyes, Blinks, and Smiles. Chapter 15 Master CNTRL and Scalable Rigs. PART III ADVANCED TOPICS. Chapter 16 OMG-Gimbal Lock. Chapter 17 Advanced Controls. Chapter 18 Stretchy. Chapter 19 Broken Rigs and Dangly Bits. Chapter 20 Rigging for a Parallel World. Epilogue. Index.
Erscheinungsdatum | 06.03.2024 |
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Zusatzinfo | 240 Halftones, color; 2 Halftones, black and white; 240 Illustrations, color; 2 Illustrations, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 178 x 254 mm |
Gewicht | 700 g |
Themenwelt | Kunst / Musik / Theater |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
ISBN-10 | 1-032-55523-8 / 1032555238 |
ISBN-13 | 978-1-032-55523-2 / 9781032555232 |
Zustand | Neuware |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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