Rig it Right! Maya Animation Rigging Concepts, 2nd ed. '18
O'Hailey, Tina 著
目次
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
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