Book description
Rigging a character can be a complicated undertaking. Move from a bi-pedal character to a quad- or poly-pedal and, well, things just got real. Where do you begin?
Unlike all of those button-pushing manuals out there, Rig it Right! breaks down rigging so that you can achieve a fundamental understanding of the concept, allowing you to rig more intuitively in your own work. Veteran animation professor Tina O’Hailey will get you up and rigging in a matter of hours 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. After you have moved beyond basic bi-pedal characters, 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.
- 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 (www.focalpress.com/cw/ohailey) and expand your newfound knowledge with editable rigs, exercises, and videos that elaborate on techniques covered in the book
- Coffee is not required – but encouraged.
Table of contents
- Cover
- Half Title
- Title Page
- Copyright
- Contents
- Acknowledgments
- Introduction
- Part I: Basic Concepts
-
Part II: The Biped
- Chapter 7. The Biped
- Chapter 8. Skinning
- Chapter 9. Upper Body, Lower Body, Root: Always Have a Cha-cha
- Chapter 10. Feet and Knees: Simple, Group-based, and Joint-based Feet
- Chapter 11. Spines: FK, Spline, 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 Scale-able Rigs
-
Part III: Advanced Topics
-
Chapter 16. OMGimbal Lock
- What is Rotational Order?
- What Does it Look Like When You Lose an Axis of Freedom?
- What Rig is More than Likely Going to Hit Gimbal Lock?
- What Can We Do to Avoid Gimbal Lock?
- What Does it Look Like When You Have Flipping Issues?
- What Can We Do to Avoid Flipping Issues that are Animation Issues?
- What Can We Do to Avoid Flipping Issues that are Rigging Issues?
- Chapter 17. Advanced Controls
- Chapter 18. Stretchy
- Chapter 19. Broken Rigs and Dangly Bits
-
Chapter 16. OMGimbal Lock
- Epilogue: Happily Ever After
- Index
Product information
- Title: Rig it Right! Maya Animation Rigging Concepts
- Author(s):
- Release date: March 2013
- Publisher(s): Focal Press
- ISBN: 9781136146855
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