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.
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.
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.
Inhaltsangabe
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
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
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