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ویرایش:
نویسندگان: CHERYL BRIGGS
سری:
ISBN (شابک) : 9781317675297, 1317675290
ناشر: CRC PRESS
سال نشر: 2021
تعداد صفحات: [475]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 324 Mb
در صورت تبدیل فایل کتاب an ESSENTIAL INTRODUCTION TO MAYA CHARACTER RIGGING به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
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Cover Half Title Title Page Copyright Page Dedication Table of Contents Preface Acknowledgments About the Author Introduction Overview of the Interface Navigation Keyboard with Highlighted Hotkeys Setting Up Your Project Folder and Scene Files Setting User Preferences Chapter 1 Skeleton Setup Former Student Spotlight: David Bokser Biography Workflow Introduction Analyzing Motion Identifying Pivot Points and Rotations File Referencing [File > Create Reference…] Changing the Referenced File [File > Reference Editor] Setting Up Your Work Area Working with Joints The Joint Tool [Skeleton > Create Joints] Display Size [Display > Animation > Joint Size…] Local Rotational Axes Placing Joints Repositioning Joints Moving Joints (also Known as – Translating Joints) Rotating and Scaling Joints Reorienting Joints [Skeleton > Orient Joint □ ] Mirroring Joints [Skeleton > Mirror Joint □] Additional Thoughts about Joint Placement Summary Chapter 2 Control Rig Setup Former Student Spotlight: Ryan Yokley Biography Workflow Introduction Kinematics Forward Kinematics Inverse Kinematics Attribute Control Rotation Order and Gimbal Lock Connection Editor [Windows > General Editors > Connection Editor] Expressions [Windows > Animation Editors > Expression Editor] Set Driven Key [Key > Set Driven Key > Set...] Constraints Parent [Constrain > Parent] Point [Constrain > Point] Orient [Constrain > Orient] Scale [Constrain > Scale] Aim [Constrain > Aim] Pole Vector [Constrain > Pole Vector] Rivet [Constrain > Rivet] Geometry [Constrain > Geometry] Normal [Constrain > Normal] Group Nodes or Null [Edit > Group] Clusters [Deform > Clusters] Combining Curves Summary Chapter 3 Bipedal Legs and Feet Former Student Spotlight: Ben Willis Biography Workflow Introduction Joint Placement for the Leg and Foot Skeleton Verifying the Joint Local Rotation Axis Creating a Control System for the Leg and Foot Rig Cleanup for the Legs and Feet Simplifying the Foot Controls Chapter 4 Bipedal Spine and Neck Workflow Introduction Creating a Ribbon Spine for a Biped Creating the Back Ribbon Creating a Control System for the Ribbon Cleanup for the Back Ribbon Creating a Ribbon Neck for a Biped Creating the Neck Ribbon Creating a Control System for the Ribbon Cleanup for the Neck Ribbon Creating an IK Spline Spine and Neck for a Biped Joint Placement for a Spine and Neck Skeleton Verifying the Joint Local Rotation Axis Creating a Control System for the IK Spline Spine and Neck Cleanup for the Back IK Spline Cleanup for the Neck IK Spline Chapter 5 Bipedal Arms and Hands Workflow Joint Placement for the Arm Skeleton Creating the Joints for the Arms and Clavicles Verifying the Joint Local Rotation Axis Control System for the Arm Rig Creating a Control System for the Clavicle. Creating a Control System for the Arm. Cleanup for the Arm Setup Joint Placement for the Hand Skeleton Verifying the Joint Local Rotation Axis Control System for the Hand Rig Creating a Control System for the Finger Joints Cleanup for the Hand Setup Wings Chapter 6 Quadruped Legs and Feet Workflow Introduction: Hoofs, Paws, and Claws Joint Placement for the Leg and Paw Skeleton Verifying the Joint Local Rotation Axis Control System for the Leg and Paw Rig Cleanup for the Leg and Paw Setup Control System for the Leg and Claw Rig Verifying the Joint Local Rotation Axis Additional Functionality for the Talons and Toes Verifying the Joint Local Rotation Axis Cleanup for the Leg and Claw Setup Control System for the Leg and Hoof Rig Cleanup for the Leg and Hoof Setup Chapter 7 Quadruped Spine and Neck Former Student Spotlight: Dana Corrigan Biography Workflow Introduction Creating a Ribbon Spine for a Quadruped Creating the Back Ribbon Creating a Control System for the Ribbon Cleanup for the Back Ribbon Creating a Ribbon Neck for a Quadruped Creating the Neck Ribbon Creating a Control System for the Ribbon Cleanup for the Neck Ribbon Creating an FK Tail Verifying the Joint Local Rotation Axis Cleanup for the FK Tail Setup Creating a Ribbon Tail Creating the Tail Ribbon Creating a Control System for the Ribbon Cleanup for the Tail Ribbon Adding a Scapula for a Quadruped Joint Placement of the Scapula Creating a Control System for the Scapula. Cleanup for the Scapula Setup Chapter 8 Head Workflow Introduction Joint Placement for the Biped Head Creating the Joints for the Head, Hat, and Hair Skeleton Verifying the Joint Local Rotation Axis Control System for the Head, Hat, and Hair Skeleton Cleanup for the Biped Head Setup Joint Placement for the Quadruped Head Creating the Joints for the Ears and Collar Verifying the Joint Local Rotation Axis Control System for the Head, Collar, and Ear Skeleton Cleanup for the Ear Setup Dynamic Joint Chains: Antennae Creating the Joints for the Antennae Verifying the Joint Local Rotation Axis Creating a Control System for the Antennae. Cleanup for the Antenna Setup Chapter 9 Facial Rigging Workflow Introduction Blend Shapes as an Approach to Creating Facial Expressions Tools Used for Modeling Blend Shapes Soft Modification Tool [Deform > Soft Modification Tool □ ] Sculpt Geometry Tool [Surfaces > Sculpt Geometry Tool □ ] Add blend shapes [Deform > Create Blend Shape] In-Between Blend Shapes Update topology on blend shapes [Deform > Edit Blend Shape > Bake Topology To targets] Deformation Order Creating Facial Expression Blend Shapes Flipping a Blend Shape Using the Shape Editor Corrective Blend Shapes Joints as an Approach to Creating Facial Expressions Creating a Control System for Facial Expressions Creating the Jaw and Tongue Creating a Control System for the Jaw Creating the Tongue Ribbon Creating a Control System for the Ribbon Cleanup for the Tongue Ribbon Creating the Eye Controls Cleanup for the Eye Control Summary Chapter 10 Props Workflow Introduction Deformers Nonlinear Deformers [Deform > Nonlinear] Creating a Simple Basic Prop Rig Creating a Prop Rig with Squash and Stretch Cleanup for the Prop Rig Summary Chapter 11 Wrapping Up the Setup Former Student Spotlight: Tim Keebler Biography Workflow Introduction Cleaning Up the Scene File for Animation Preparing the Scene File for Skinning Creating a Bridge Shape Creating Additional Tools for Animation Adding Squash and Stretch to the ikSpline Spine Expression Solution for Squash and Stretch Utility Node Solution for Squash and Stretch Summary Chapter 12 Skinning Your Character Former Student Spotlight: Tonya Payne Biography Workflow Introduction Skinning Tools in Maya Creating the Skin Deformer [Skin > Bind Skin □ ] Adding influences [Skin > Edit Influences > Add Influence] The Component Editor [Window > General Editors > Component Editor] Smooth Skin Weights [Skin > Smooth Skin Weights] Paint weights – [Skin > Edit Smooth Skin > Paint Skin Weights Tool] Mirror weights – [Skin > Mirror Skin Weights □ ] Skinning a Character Adding Influence Joints Fixing Skin Weights Using the Component Editor [Window > General Editors > Component Editor] Fixing Skin Weights Using Smooth Skin Weights [Skin > Smooth Skin Weights] Fixing Skin Weights Using Paint Skin Weights [Skin > Paint Skin Weights □ ] Mirroring Skin Weights [Skin > Mirror Skin Weights □ ] Creating a geoLevel Switch for Polygonal Characters Final Cleanup of the Scene File Testing Rig Relocation Making Geometry Unselectable Colorizing the Controllers Summary Index