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Rig it Right! Maya Animation Rigging Concepts, 2nd edition (2nd Ed.)

Langue : Anglais

Auteur :

Couverture de l’ouvrage Rig it Right! Maya Animation Rigging Concepts, 2nd edition

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. 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. 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.

Key Features

  • 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 and expand your newfound knowledge with editable rigs, exercises, and videos that elaborate on techniques covered in the book.
  • Companion data filled with example files at http://routledgetextbooks.com/textbooks/_author/ohailey/
  • AR(Augmented Reality) enabled images throughout the book!
  • Coffee is not required ? but encouraged.
  • 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

    Professional Practice & Development

    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.

    Date de parution :

    18.9x24.6 cm

    Disponible chez l'éditeur (délai d'approvisionnement : 14 jours).

    Prix indicatif 223,58 €

    Ajouter au panier

    Date de parution :

    18.9x24.6 cm

    Disponible chez l'éditeur (délai d'approvisionnement : 14 jours).

    Prix indicatif 81,70 €

    Ajouter au panier