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

(Autor)

Buch | Softcover
256 Seiten
2018 | 2nd edition
Routledge (Verlag)
978-1-138-30316-4 (ISBN)
CHF 78,50 inkl. MwSt
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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.

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.

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

Erscheinungsdatum
Verlagsort London
Sprache englisch
Maße 189 x 246 mm
Gewicht 776 g
Themenwelt Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Grafik / Design Maya
ISBN-10 1-138-30316-X / 113830316X
ISBN-13 978-1-138-30316-4 / 9781138303164
Zustand Neuware
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