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.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
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.
Inhaltsangabe
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.
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.
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