Rigging for Games a primer for technical artists using Maya and Python
Rigging for Games: A Primer for Technical Artists Using Maya and Python is not just another step-by-step manual of loosely related tutorials. Using characters from the video game Tin , it takes you through the real-world creative and technical process of rigging characters for video games and cinema...
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Boca Raton, FL :
CRC Press, Taylor & Francis Group
[2016].
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Edición: | 1st edition |
Colección: | An A K Peters Book
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Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630440206719 |
Tabla de Contenidos:
- Cover; Title; Copyright; Contents; Acknowledgments; Introduction; Chapter 1: The Creative Cycle; Chapter 2: Concept Art and Modeling; Chapter 3: Rigging Concepts; Chapter 4: Scripting Mechanics; Chapter 5: Rigging Mechanoids; Chapter 6: Rigging Humanoids; Chapter 7: The Control Rig; Chapter 8: Game On!; Epilogue; Appendix; Index; From Page to Screen; Where Do Ideas Come From?; The Production Cycle; Pre-Production; Production; Post-Production; Concept Art; 3D Modeling; An Overview of Rigging; Introduction to Scripting; MEL; Python; Engineering the Fantastic; Building a GUI Framework
- Creating tgpMechanixAnd Now for a Lite Version of the GUI Framework . . .; Rigging Meep; Rigging the Legs; Setting Up the Wings; Neck; Building the Head; Putting Together the Body; Finishing Touches; Rigging Leaf; Creating the Bind Skeleton; The Control Rig; Automating the Limb Creation-the Limb Class; Building the Spine; Building the Arms; After You! No, After You-Polite Space Switching; IK/FK Redux; Finalizing the Rig; Exporting to Unity; Prepping the Rig in Maya; Methods of Exporting Animation from Maya to Unity; Baking the Animation Keys; Exporting to the FBX Format
- Importing Animation Files in UnityBlending the Animation Cycles; Step 1: Planning the Story / Game Outline; Step 2: The Script / Game Design Document; Step 3: Concept Art; Step 4: Storyboards; Step 5: Asset Lists; Step 6: Asset Management and Organization; Step 7: Animatic / First Playable Prototype; Modeling; Rigging; References; Character Sheets; Output Medium; Square Is Good-Polygon Types to Use and Avoid; Alternatives to Mesh Density; Sculpting Pitfalls; UV Maps; File Referencing; Nodes and Connections; Parenting; Constraints; Direct Connections; Deformers; Joints; Joint Orientation
- KinematicsAttaching Meshes to Joints; Smooth Binding; Rigid Binding; Scripting in Maya; The Script Editor; MEL 101; Anatomy of a Script; Saving the Script; Our First Python Script-tgpGears; Creating the GUI; Querying the GUI Values; Creating the Gears; String Formatting in Python; Classes in Python; Defining the UI Class; Adding Button Functionality; Referencing the UI Class; Error Checks; The Connectors; Making the Spring; Assign Functionality to the Buttons; Making the Piston; Sketching Out the Rig; Analyzing the Rig Behavior; Placing the Leg Joints; IK/FK Leg Setup; Setting Up the Switch
- Creating FK Leg ControlsScripting tgpControlOrient; Stretchy FK Joints; Creating IK Leg Controls; Knee Controls; Stretchy IK Joints; The Condition Node; Going the Distance; Global Scale; To T-Pose or not to T-Pose?; Human IK Overview; Rotate Order; Scripting tgpRotateOrder; Binding Leaf's Mesh to the Skeleton; Smooth Bind Overview; Weight Assignment and Painting; snapAB Script; Building the IK Leg; Using a Dictionary; Coding tgpLimb; Hips, Shoulders . . .; Stretching the Spine; The Neck and Head; Setting Up the Clavicles; Driven Keys; Space Switching Using Parent Constraints
- Snappy Logic Part 1-FK to IK