Digital creature rigging the art and science of CG creature setup in 3ds max

Get an inside look at the creation of production-ready creature rigs for film, TV and video games. Garner strategies and techniques for creating creatures of all types, and make them ready for easy automatic use in many different types of media (transmedia): film, TV, games - one rig for all. You...

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Detalles Bibliográficos
Otros Autores: Jones, Stewart, 1984-, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: New York ; London : Focal Press 2013.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627694506719
Tabla de Contenidos:
  • Digital Creature Rigging The Art and Science of CG Creature Setup in 3ds Max; Copyright; Contents; Preface; Acknowledgments; Chapter 1: Introduction; Why a Book?; Custom Rigs vs Auto-Riggers; Biped; Character Animation Toolkit (CAT); Custom; Who Should Read This Book?; Who Should Not Read This Book?; Chapter Overview; Companion Website; Qualities of a Good Rig; Qualities of a Great Creature TD; The Best Piece of Advice Ever; Chapter 2: Foundations; Art and Science; Principles; Tools and Workflows; Viewports and UI Setup; Modify Panel and Modifiers; Hierarchy Panel; Motion Panel; Display Panel
  • Utilities PanelTime Slider and Animation Tools; Bone System and Bone Tools; Skinning Tools; Constraints; Wire Parameters; Reaction Manager; Schematic View; Layers; MAXScript Windows; Joints and Bones; Transformations; Scale; Position; Rotation; Models and Modeling; Reference; Default Pose; Edge Loops; Uniformly Spaced Geometry; Topology; Hierarchical Structures; Broken Hierarchies; Icons and Controllers; Colors; Kinematics; Skinning; Blends and Morphs; Layered Rigging; Naming Conventions; Chapter 3: Research and Development; A Quick Disclaimer; Creature Overview; Creature Brief/Information
  • Anatomical ResearchGeneral Creature Attributes; Head and Face; Upper Torso; Central Torso; Lower Torso; Tail; Biomechanical Input; Head and Face; Upper Torso; Central Torso; Lower Torso; Tail; Planning and Preparation; Print Screen; Thumbnail Sketching; Joint Placement Diagrams; Controller Diagrams; Topology and Looping Checks; Model and Scene Clean; The Final Save; Chapter 4: Base Rig; The ROOT Node; Custom Attributes; Joint and Bone Placement; Location Information Data Node; Test Skinning; Save Skinning; Bone Shaping; Range of Motion (ROM) Files; Motion Set List (MSL) Files
  • Shot SpecificRigsControl Creation; Exporting and Saving the Base Rig; Chapter 5: Animation Rig; The Connection; The Setup; Skeletal Duplication; Hip; Chest; Spine; Neck and Head; Tail; Limbs; Upper Arms; Upper Arm Hands; Clavicle; Lower Arms; Legs; Feet; Making Sure It All Works Together; Making the Connection; Animation Test; Chapter 6: Face Rig; The Aims of Any Face Rig; Style Thoughts; Face Rig Systems; Meet Quoobe; Face Rig Controls; Joint/Bone-Driven Facial Rig System; Morph Target/Blendshape-Driven Facial Rig System
  • Hybrid Joint/Bone and Morph Target/ Blendshape-Driven Facial Rig SystemAdditional Deformers and Systems; Expression Creation; Facial Action Coding System (FACS); Anatomy and Biomechanics; Creature Adaptation; The Setup; Animation Input; Rig Attach; Additional Facial Rig Systems; Chapter 7: Deformation Rig; Advanced Skinning; Corrective Shapes; Muscle Systems; Muscle System Skin Deformations; Pose Space Deformation (PSD); A Skeleton with No Control; Chapter 8: Finaling; Finaling for Real-Time Engines or Crowd Simulation; Geometry Cache; Cleaning and Correcting; Cloth, Hair, and Fur
  • Dynamics and Particles