Armin Halac
A Complete Guide to Character Rigging for Games Using Blender (eBook, ePUB)
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Armin Halac
A Complete Guide to Character Rigging for Games Using Blender (eBook, ePUB)
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This book is a comprehensive guide to using Blender to create character rigs for games, breaking down the technicalities of rigging tools and techniques into easily digestible chunks.
- Geräte: eReader
- ohne Kopierschutz
- eBook Hilfe
- Größe: 42.24MB
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This book is a comprehensive guide to using Blender to create character rigs for games, breaking down the technicalities of rigging tools and techniques into easily digestible chunks.
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis eBooks
- Seitenzahl: 296
- Erscheinungstermin: 19. September 2023
- Englisch
- ISBN-13: 9781000934786
- Artikelnr.: 68484210
- Verlag: Taylor & Francis eBooks
- Seitenzahl: 296
- Erscheinungstermin: 19. September 2023
- Englisch
- ISBN-13: 9781000934786
- Artikelnr.: 68484210
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
Armin Halac is a video game technical and character animator originally from Sarajevo, Bosnia and Herzegovina, currently living and working in Berlin, Germany. With over a decade of experience, Armin is a principal animator in a genre leading, story driven game studio. His previous work includes creating rigs and animation for games, short films, and ads.
When Armin isn't working on his next project, he can be found cycling, creating music, and taking long walks with his two dogs, Mitzi and Pablo.
You can find him on Twitter at @ArminHalac or visit his website www.arminhalac.com.
When Armin isn't working on his next project, he can be found cycling, creating music, and taking long walks with his two dogs, Mitzi and Pablo.
You can find him on Twitter at @ArminHalac or visit his website www.arminhalac.com.
Chapter 1: Introduction. Chapter 2: The Big Picture. Chapter 3: What is a
Game Rig. Chapter 4: Blender Tools and Concepts. Chapter 5: 3D World and
Transformation. Chapter 6: Armatures. Chapter 7: Bones. Chapter 8: Mesh
Topology and Deformation. Chapter 9: Scene and Model Preparation. Chapter
10: Naming. Chapter 11: Rig Creation Approach. Chapter 12: Root Bone.
Chapter 13: Body Deformation Skeleton. Chapter 14: Bone Orientations.
Chapter 15: Body Skeleton Orientations. Chapter 16: Weights. Chapter 17:
Weight Painting Method. Chapter 18: Weighting the Body. Chapter 19: Weight
Transferring Techniques. Chapter 20: Bone Constraints. Chapter 21:
Essential Constraints. Chapter 22: Dealing with Clutter. Chapter 23: B-Bone
Rigging. Chapter 24: Drivers. Chapter 25: Rig Building Blocks. Chapter 26:
Body Rig. Chapter 27: Correctives. Chapter 28: Facial Rigs. Chapter 29:
Cloth and Hair. Chapter 30: Space Switches. Chapter 31: Props. Chapter 32:
Rig Finalizing. Chapter 33: Animation. Chapter 34: Export.
Game Rig. Chapter 4: Blender Tools and Concepts. Chapter 5: 3D World and
Transformation. Chapter 6: Armatures. Chapter 7: Bones. Chapter 8: Mesh
Topology and Deformation. Chapter 9: Scene and Model Preparation. Chapter
10: Naming. Chapter 11: Rig Creation Approach. Chapter 12: Root Bone.
Chapter 13: Body Deformation Skeleton. Chapter 14: Bone Orientations.
Chapter 15: Body Skeleton Orientations. Chapter 16: Weights. Chapter 17:
Weight Painting Method. Chapter 18: Weighting the Body. Chapter 19: Weight
Transferring Techniques. Chapter 20: Bone Constraints. Chapter 21:
Essential Constraints. Chapter 22: Dealing with Clutter. Chapter 23: B-Bone
Rigging. Chapter 24: Drivers. Chapter 25: Rig Building Blocks. Chapter 26:
Body Rig. Chapter 27: Correctives. Chapter 28: Facial Rigs. Chapter 29:
Cloth and Hair. Chapter 30: Space Switches. Chapter 31: Props. Chapter 32:
Rig Finalizing. Chapter 33: Animation. Chapter 34: Export.
Chapter 1: Introduction. Chapter 2: The Big Picture. Chapter 3: What is a
Game Rig. Chapter 4: Blender Tools and Concepts. Chapter 5: 3D World and
Transformation. Chapter 6: Armatures. Chapter 7: Bones. Chapter 8: Mesh
Topology and Deformation. Chapter 9: Scene and Model Preparation. Chapter
10: Naming. Chapter 11: Rig Creation Approach. Chapter 12: Root Bone.
Chapter 13: Body Deformation Skeleton. Chapter 14: Bone Orientations.
Chapter 15: Body Skeleton Orientations. Chapter 16: Weights. Chapter 17:
Weight Painting Method. Chapter 18: Weighting the Body. Chapter 19: Weight
Transferring Techniques. Chapter 20: Bone Constraints. Chapter 21:
Essential Constraints. Chapter 22: Dealing with Clutter. Chapter 23: B-Bone
Rigging. Chapter 24: Drivers. Chapter 25: Rig Building Blocks. Chapter 26:
Body Rig. Chapter 27: Correctives. Chapter 28: Facial Rigs. Chapter 29:
Cloth and Hair. Chapter 30: Space Switches. Chapter 31: Props. Chapter 32:
Rig Finalizing. Chapter 33: Animation. Chapter 34: Export.
Game Rig. Chapter 4: Blender Tools and Concepts. Chapter 5: 3D World and
Transformation. Chapter 6: Armatures. Chapter 7: Bones. Chapter 8: Mesh
Topology and Deformation. Chapter 9: Scene and Model Preparation. Chapter
10: Naming. Chapter 11: Rig Creation Approach. Chapter 12: Root Bone.
Chapter 13: Body Deformation Skeleton. Chapter 14: Bone Orientations.
Chapter 15: Body Skeleton Orientations. Chapter 16: Weights. Chapter 17:
Weight Painting Method. Chapter 18: Weighting the Body. Chapter 19: Weight
Transferring Techniques. Chapter 20: Bone Constraints. Chapter 21:
Essential Constraints. Chapter 22: Dealing with Clutter. Chapter 23: B-Bone
Rigging. Chapter 24: Drivers. Chapter 25: Rig Building Blocks. Chapter 26:
Body Rig. Chapter 27: Correctives. Chapter 28: Facial Rigs. Chapter 29:
Cloth and Hair. Chapter 30: Space Switches. Chapter 31: Props. Chapter 32:
Rig Finalizing. Chapter 33: Animation. Chapter 34: Export.