Rig It Right! Maya Animation Rigging Concepts

ISBN-10: 0240820797
ISBN-13: 9780240820798
Edition: 2013
Authors: Tina O'Hailey
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Description: Pull Enhance your 2D skillset to the benefit of your own 3D animations to develop characters that are technically and artistically dynamic and engaging. With side by side comparisons of 2D and 3D character design, improve your character animation  More...

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Book details

Copyright year: 2013
Publisher: Elsevier Science & Technology
Publication date: 4/23/2013
Binding: Paperback
Pages: 304
Size: 7.50" wide x 9.75" long x 0.75" tall
Weight: 0.946
Language: English

Pull Enhance your 2D skillset to the benefit of your own 3D animations to develop characters that are technically and artistically dynamic and engaging. With side by side comparisons of 2D and 3D character design, improve your character animation and master traditional principles and processes including weight and balance, timing and walks. Includes practical, hands-on examples, now fully updated to include 3ds Max, Maya and Blender tutorials. Master the fundamental techniques with the companion website which includes short demonstrations, 2D and 3D exercises and 20 fully rigged character models.

Tina O'Hailey is a professor of Animation at Savannah College of Art and Design. Having worked for Electronic Arts, Walt Disney Feature Animation and Dreamworks Animation, she has extensive experience in feature animation and game development. Her credits include Brother Bear (2003), Lilo and Stitch (2003), Mulan (1998) and Prince of Egypt (1998).

Acknowledgments
Introduction
Basic Rules of Rigging
Taking Control of Your Outliner/Hypergraph/History
Introduction to Nodes
How to Find theTransform and Shape Nodes
Looking Under the Hood
Basic Concepts
Props, Pivot Points, Hierarchies
Zero-ing Out
Using Group Nodes to Hold Animation
Making Children
Lock What Isn't Going to be Animated
What to Do If You Have Hidden Attributes and Want Them Back
Pushing the Concept
Deformers
Non-Linear Deformers
Changing Deformation Order
Lattice
Cluster
Super Toothbrush
Other Deformers
User Controllers
One-to-one Controllers
Connection Editor
To Limit the Controllers
Adding More Animator's Controllers
A New Type of Connection: Constraint Connections for Translate, Scale, Rotate
Clean-up Time
Adding Scale to Our Rig
Utility Nodes and Custom Attributes
Utility and Low/High Resolution Switch
How Do We Create a Custom Attribute on an Existing Controller?
ENUM
"One to Many" Connections
Joints
Joints are Tricky Things
Orient Joints
Character With a Skeleton: Googly-eyed Puppet
Check Your Joint Rotational Axis
Creating the Right Arm the Easy Way
Simple IK Arm
Waist Control
Main Move for the Character
Interactive Skinning
Them Eyes
Cleaning Up
Scale
Jaw Controller
Head Controller
Blendshapes and Set Driven Key
Hooking a Controller Up to a Blendshape
Blendshape Weights
Adding Controllers
Set Driven Key
Set Driven Key to do Automatic Corrective Blendshapes
Set Driven Key to Drive a Forward Kinematic Tentacle
More Advanced Controller Setup
Extra Effort
The Biped
The Biped
The Leg
The Spine
Joint Orientations
The Arms/Wings
Orient Joints
Hands/Feathers
Clavicle
Mirror Wings
That Bone's Connected to the Other Bone
Helper Joints
Finishing Up
Skinning
Pipeline 1: Creating Proxies Manually then Skinning the Low-res Geometry
Skinning
Skinning the Bird
Mirror Skin Weights
Painting Skin Weights
Creating Proxies
Joint Adjustment
Upper Body, Lower Body, Root: Always Have a Cha-cha
Upper_Body_CNTRL and Lower_Body_CNTRL
Root_CNTRL
CNTRL Hierarchy
Feet and Knees: Simple, Group-based, and Joint-based Feet
Peel Heel
Toe Tap
Tippy Toe
Main Foot Movement
Locking Them Down Boss
Adding Controls for the Animator
The Knee
Cleaning Up
Spines: FK, Spline, SDK (Set Driven Key)
FK Spine
Set Driven Key Spine
Spline Spine
Arms, Elbows, and Clavicles: Single-chain, Triple-chain with Wrist Twist (SDK or Cluster)
Functionality
IK/FK Switching Methods
Not All Arms are Created Equal
Down to Rigging that Arm: The Abstracted Steps
Single Chain Method
Hands: SDK, SDK and Keyable CNTRLS
A Simple Set Driven Key
To Clean Up that Rig
Eyes, Blinks, and Smiles
Joints
Groups
Fancy-smooshy Eyes
Where to Put the Look at Controller?
Blendshapes and Referenced Files
Back to Blendshapes
Blinks
Master CNTRL and Scale-able Rigs
Main_CNTRL to Move and Rotate the Whole Character
Main CNTRL to Scale the Whole Character
Scale Unskinned Geometry (eyes etc.)
Problem Solving
Bulletproofing
Animating the Rig
The End of the Beginning
Advanced Topics
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?
Advanced Controls
Control Systems and How They are Hooked Up
Control Systems and How They are Represented Visually
Transform to Component Set Driven Key
Transform with Multiple Shape Nodes
Hidden Proxies as Controllers
Controllers Driving Other Controllers
GUI Control Systems
Stretchy
Stretchy Skin
Clusters
Joint Balls Driven by a Joint System
Lattice Skinned to Skeleton
Stretchy Skeletons
What about IK Chains?
Auto Blendshapes to Make Pleasing Silhouettes
All of the Above (Osipa)
Broken Rigs and Dangly Bits
Breakable Rigs (Independently Movable Skeletal Sections)
Detachable Parts
Epilogue: Happily Ever After
Index

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